// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float seed; uniform vec2 position; uniform vec2 noiseX; uniform int noiseXUseSurf; uniform sampler2D noiseXSurf; uniform vec2 noiseY; uniform int noiseYUseSurf; uniform sampler2D noiseYSurf; uniform vec2 angle; uniform int angleUseSurf; uniform sampler2D angleSurf; float random1D (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(_seed, 32.156) * 12.588) * 43758.5453123); } float random (in vec2 st) { return mix(random1D(st, floor(seed)), random1D(st, floor(seed) + 1.), fract(seed)); } void main() { #region params float nsx = noiseX.x; if(noiseXUseSurf == 1) { vec4 _vMap = texture2D( noiseXSurf, v_vTexcoord ); nsx = mix(noiseX.x, noiseX.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float nsy = noiseY.y; if(noiseYUseSurf == 1) { vec4 _vMap = texture2D( noiseYSurf, v_vTexcoord ); nsy = mix(noiseY.x, noiseY.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } float ang = angle.x; if(angleUseSurf == 1) { vec4 _vMap = texture2D( angleSurf, v_vTexcoord ); ang = mix(angle.x, angle.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } ang = radians(ang); #endregion vec2 pos = v_vTexcoord - position, _pos; _pos.x = pos.x * cos(ang) - pos.y * sin(ang); _pos.y = pos.x * sin(ang) + pos.y * cos(ang); float yy = floor(_pos.y * nsy); float xx = (_pos.x + random1D(vec2(yy), floor(seed))) * nsx; float x0 = floor(xx); float x1 = floor(xx) + 1.; float noise0 = random(vec2(x0, yy)); float noise1 = random(vec2(x1, yy)); gl_FragColor = vec4(vec3(mix(noise0, noise1, (xx - x0) / (x1 - x0))), 1.); }