mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
27 lines
662 B
GLSL
27 lines
662 B
GLSL
//
|
|
// Simple passthrough fragment shader
|
|
//
|
|
varying vec2 v_vTexcoord;
|
|
varying vec4 v_vColour;
|
|
|
|
uniform vec2 noiseAmount;
|
|
uniform vec2 position;
|
|
uniform float seed;
|
|
|
|
float random (in vec2 st) {
|
|
return fract(sin(dot(st.xy, vec2(12.9898, 78.233)) * mod(seed, 32.156) * 12.588) * 43758.5453123);
|
|
}
|
|
|
|
void main() {
|
|
vec2 _pos = v_vTexcoord - position;
|
|
float yy = floor(_pos.y * noiseAmount.y);
|
|
float xx = (_pos.x + random(vec2(yy))) * noiseAmount.x;
|
|
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.);
|
|
}
|