mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
112 lines
3.8 KiB
GLSL
112 lines
3.8 KiB
GLSL
//Honeycomb Noise by foxes
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//https://www.shadertoy.com/view/ltsSW7
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 u_resolution;
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uniform vec2 position;
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uniform float rotation;
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uniform vec2 scale;
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uniform float seed;
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uniform int mode;
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uniform int iteration;
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float hash(float x) { return fract(fract(x * (0.3183098861 + seed / 100000.)) * fract(x * (0.15915494309 + seed / 100000.)) * 265871.1723); }
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vec3 hash(vec3 x) { return fract(fract(x * (0.3183098861 + seed / 100000.)) * fract(x * (0.15915494309 + seed / 100000.)) * 265871.1723); }
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float hash2(vec2 x) { return hash(dot(mod(x, 100.0), vec2(127.1, 311.7))); }
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vec3 hash3x2(vec2 x1,vec2 x2,vec2 x3) { return hash(vec3(dot(mod(x1, 100.0), vec2(127.1, 311.7)),
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dot(mod(x2, 100.0), vec2(127.1, 311.7)),
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dot(mod(x3, 100.0), vec2(127.1, 311.7)) )); }
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vec4 hash4( vec4 n ) { return fract(sin(n) * (753.5453123 + seed / 100000.)); }
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float noise2( vec2 x ) {
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vec3 p = floor(vec3(x, x.y + 0.5));
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vec3 f = fract(vec3(x, x.y + 0.5));
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float n = p.x + p.y * 157.0;
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vec4 s1 = hash4(vec4(n) + vec4(0.0, 1.0, 157.0, 158.0));
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s1.xy = mix(s1.xz, s1.yw, vec2(f.x));
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return mix(s1.x, s1.y, f.y);
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}
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float noiseHoneycomb(vec2 i) {
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vec2 c3;
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i.x *= 1.15470053837925;
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c3.x = floor(i.x) + 1.0;
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vec2 b = vec2(i.y + i.x * 0.5, i.y - i.x * 0.5);
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c3.y = floor(b.x) + floor(b.y);
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vec3 o = fract(vec3(i.x, b.xy));
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vec4 s;
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vec3 m1 = hash3x2(c3 + vec2(1.0, 0.0), c3 + vec2(-1.0, -1.0), c3 + vec2(-1.0, 1.0));
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vec3 m2 = hash3x2(c3, c3 + vec2(0.0, 1.0), c3 + vec2(0.0, -1.0));
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vec3 m3 = hash3x2(c3 + vec2(-1.0, 0.0), c3 + vec2(1.0, 1.0), c3 + vec2(1.0, -1.0));
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vec3 m4 = vec3(m2.x, m2.z, m2.y);
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vec3 w1 = vec3(o.x, (1.0 - o.y), o.z);
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vec3 w2 = vec3((1.0 - o.x), o.y, (1.0 - o.z));
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vec2 d = fract(c3 * 0.5) * 2.0;
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s = fract(vec4(dot(m1, w1), dot(m2, w2), dot(m3, w2), dot(m4, w1)));
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return fract(mix(mix(s.z, s.w, d.x), mix(s.x, s.y, d.x), d.y));
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}
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float noiseHoneycombStar(vec2 i) {
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vec2 c3;
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i.x *= 1.154700538379251;
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c3.x = floor(i.x) + 1.0;
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vec2 b = vec2(i.y + i.x * 0.5, i.y - i.x * 0.5);
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c3.y = floor(b.x) + floor(b.y);
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vec3 o = fract(vec3(i.x, b.xy));
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vec4 s;
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vec3 m1 = vec3(hash2(c3 + vec2(1.0, 0.0)), hash2(c3 + vec2(-1.0, -1.0)), hash2(c3 + vec2(-1.0, 1.0)));
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vec3 m2 = vec3(hash2(c3), hash2(c3 + vec2(0.0, 1.0)), hash2(c3 + vec2(0.0, -1.0)));
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vec3 m3 = vec3(hash2(c3 + vec2(-1.0, 0.0)), hash2(c3 + vec2(1.0, 1.0)), hash2(c3 + vec2(1.0, -1.0)));
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vec3 m4 = vec3(m2.x, m2.z, m2.y);
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vec3 w1 = vec3(o.x, (1.0 - o.y), o.z);
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vec3 w2 = vec3((1.0 - o.x), o.y, (1.0 - o.z));
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w1 = w1 * w1 * (3.0 - 2.0 * w1);
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w2 = w2 * w2 * (3.0 - 2.0 * w2);
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vec2 d = fract(c3 * 0.5) * 2.0;
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s = fract(vec4(dot(m1, w1), dot(m2, w2), dot(m3, w2), dot(m4, w1)));
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return fract(mix(mix(s.z, s.w, d.x), mix(s.x, s.y, d.x), d.y));
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}
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float iterateNoise ( vec2 pos, int iteration ) {
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float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
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float n = 0.;
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for(int i = 0; i < iteration; i++) {
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if(mode == 0) n += vec3(noiseHoneycomb(pos)) * amp;
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else if(mode == 1) n += vec3(noiseHoneycombStar(pos)) * amp;
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amp *= .5;
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pos *= 2.;
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}
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return n;
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}
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void main() {
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float ang = radians(rotation);
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vec2 pos = (v_vTexcoord - position / u_resolution) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale * 4.;
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vec3 col = vec3(iterateNoise(pos, iteration));
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// if(mode == 0) col = vec3(noiseHoneycomb(pos));
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// else if(mode == 1) col = vec3(noiseHoneycombStar(pos));
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gl_FragColor = vec4(col, 1.);
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}
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