Pixel-Composer/shaders/sh_ani_noise/sh_ani_noise.fsh
2022-01-17 14:52:51 +07:00

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.);
}