Pixel-Composer/shaders/sh_perlin/sh_perlin.fsh

47 lines
1.3 KiB
GLSL

varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float scale;
uniform int iteration;
///////////////////// PERLIN START /////////////////////
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
vec2 random2 (in vec2 st) { float a = random(st); return vec2(cos(a), sin(a)); }
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
float lerp1 = mix(dot(f - vec2(0.0, 0.0), random2(i + vec2(0.0, 0.0))), dot(f - vec2(1.0, 0.0), random2(i + vec2(1.0, 0.0))), u.x);
float lerp2 = mix(dot(f - vec2(0.0, 1.0), random2(i + vec2(0.0, 1.0))), dot(f - vec2(1.0, 1.0), random2(i + vec2(1.0, 1.0))), u.x);
return mix(lerp1, lerp2, u.y);
}
float perlin ( vec2 pos, int iteration ) {
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
float n = 0.;
for(int i = 0; i < iteration; i++) {
n += noise(pos) * amp;
amp *= .5;
pos *= 2.;
}
return n;
}
///////////////////// PERLIN END /////////////////////
void main() {
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
vec2 pos = position + ntx * scale;
float n = perlin(pos, iteration);
gl_FragColor = vec4(vec3(n), 1.0);
}