varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform float seed; uniform float colrSeed; uniform vec2 position; uniform int mode; 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 + 453.456, 100.) * 12.588) * 43758.5453123); } float random (in vec2 st, float _seed) { 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 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x); vec2 pos = (ntx - position) * mat2(cos(ang), - sin(ang), sin(ang), cos(ang)); float yy = floor(pos.y * nsy); float xx = (pos.x + random(vec2(1., yy), seed)) * nsx; float x0 = floor(xx); float x1 = floor(xx) + 1.; float prog = xx - x0; if(mode == 0) { float noise0 = random(vec2(x0, yy), colrSeed); // point before float noise1 = random(vec2(x1, yy), colrSeed); // point after gl_FragColor = vec4(vec3(mix(noise0, noise1, prog)), 1.); } else if(mode == 1) { gl_FragColor = vec4(vec3(prog), 1.); } }