// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 u_resolution; uniform vec2 position; uniform float rotation; uniform vec2 scale; uniform int iteration; uniform float bright; float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float _my = abs(i.y - (floor(i.y / 2.) * 2.)); float a, b, c; if(_my < 1.) { if(f.x > f.y) { a = random(i); b = random(i + vec2(1.0, 0.0)); c = random(i + vec2(1.0, 1.0)); } else { a = random(i); b = random(i + vec2(0.0, 1.0)); c = random(i + vec2(1.0, 1.0)); } } else { if(1. - f.x < f.y) { a = random(i); b = random(i + vec2(1.0, 0.0)); c = random(i + vec2(1.0, 1.0)); } else { a = random(i); b = random(i + vec2(0.0, 1.0)); c = random(i + vec2(1.0, 1.0)); } } vec2 u = f * f * (3.0 - 2.0 * f); return mix(mix(a, b, u.x), c, u.y); } void main() { float ang = radians(rotation); vec2 pos = position / u_resolution; vec2 st = (v_vTexcoord - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale; float amp = bright; float n = 0.; for(int i = 0; i < iteration; i++) { n += noise(st) * amp; amp *= .5; pos *= 2.; } gl_FragColor = vec4(vec3(n), 1.0); }