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synced 2025-08-28 11:32:43 +00:00
dees was echt fun om te gebruiken. kmoe zeker de andere noise fn's es
testen
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17
experiments/perlin/dumb.frag
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17
experiments/perlin/dumb.frag
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0)
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gl_FragColor = vec4(color, 1.0);
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}
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.0,.5,.5);
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const vec3 uBColor = vec3(.0,.5,.5);
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const vec3 uCColor = vec3(0.,.5,.333);
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const vec3 uDColor = vec3(.0,.5,.667);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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//2d perlin noise fn via stegu/webgl-noise
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x);}
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vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
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vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
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// Classic Perlin noise
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float cnoise(vec2 P)
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{
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
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vec4 gy = abs(gx) - 0.5 ;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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// Classic Perlin noise, periodic variant
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float pnoise(vec2 P, vec2 rep)
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{
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
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vec4 gy = abs(gx) - 0.5 ;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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float stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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float circleSDF(vec2 st) { return length(st-.5)*2.; }
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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vec3 color = vec3(0.0,0.0,0.0)
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gl_FragColor = vec4(color, 1.0);
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float color = sin(u_time)*cos(u_time)/u_time*st.x;
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float alpha = 1.0;
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vec2 off = vec2(.2);
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float md = sin(u_time);
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int it = 8;
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for (int i = 0; i<it; i++) {
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color += stroke(circleSDF(st+(off*vec2(sin(u_time/md),cos(u_time/md)))), .3,(.1*abs(sin(u_time/md))));
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md *=2.;
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}
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color *= pnoise(st+(10000.*cos(u_time)),st*sin(u_time));
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gl_FragColor = vec4(cosPalette(color), alpha);
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}
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BIN
textures/perlin.png
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BIN
textures/perlin.png
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