//Cristal noise by doolhong //https://www.shadertoy.com/view/XX33zs varying vec2 v_vTexcoord; varying vec4 v_vColour; #define PI 3.141592 #define TAU 6.283184 uniform vec2 u_resolution; uniform vec2 scale; uniform vec2 position; uniform int iteration; uniform float seed; uniform vec4 color; uniform float gamma; uniform float phase; mat2 rotMat(in float r){ r = radians(r); float c = cos(r); float s = sin(r); return mat2(c, -s, s, c); } float abs1d(in float x){ return abs(fract(x) - 0.5); } vec2 abs2d(in vec2 v) { return abs(fract(v) - 0.5); } float cos1d(float p) { return cos(p * TAU) * 0.25 + 0.25;} float sin1d(float p) { return sin(p * TAU) * 0.25 + 0.25;} vec3 Oilnoise(in vec2 pos, in vec3 RGB) { vec2 q = vec2(0.0); float result = 0.0; float s = 2.2; float gain = 6.6 / float(iteration); vec2 aPos = abs2d(pos) * 0.5;//add pos for(int i = 0; i < iteration; i++) { pos *= rotMat(phase); q = pos * s + seed; q = pos * s + aPos + seed; q = vec2(cos(q)); result += sin1d(dot(q, vec2(0.3))) * gain; s *= 1.07; aPos += cos(smoothstep(0.0,0.15,q)); aPos *= rotMat(5.0); aPos *= 1.232; } result = pow(result, 4.504); return clamp( RGB / abs1d(dot(q, vec2(-0.240, 0.))) * .5 / result, vec3(0.), vec3(1.)); } void main() { vec2 pos = v_vTexcoord * scale + position; vec3 col = Oilnoise(pos, color.rgb * gamma); gl_FragColor = vec4(col, 1.0); }