mirror of
https://github.com/bvanroll/shaders.git
synced 2025-08-28 19:42:49 +00:00
hmm
This commit is contained in:
119
experiments/replicate/main.frag
Normal file
119
experiments/replicate/main.frag
Normal file
@@ -0,0 +1,119 @@
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
uniform vec2 u_resolution;
|
||||
uniform vec2 u_mouse;
|
||||
uniform float u_time;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
const vec3 uAColor = vec3(.5,.5,.5);
|
||||
const vec3 uBColor = vec3(.5,.5,.5);
|
||||
const vec3 uCColor = vec3(1.,1.,1.);
|
||||
const vec3 uDColor = vec3(.0,.33,.67);
|
||||
|
||||
//get colors from http://dev.thi.ng/gradients/
|
||||
vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
|
||||
|
||||
float circleSDF(vec2 st) { return length(st); }
|
||||
|
||||
float fill(float x, float size) { return 1.-step(size, x); }
|
||||
|
||||
//2d perlin noise fn via stegu/webgl-noise
|
||||
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
|
||||
vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x);}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
|
||||
vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); }
|
||||
|
||||
// Classic Perlin noise
|
||||
float cnoise(vec2 P) {
|
||||
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
|
||||
Pi = mod289(Pi); // To avoid truncation effects in permutation
|
||||
vec4 ix = Pi.xzxz;
|
||||
vec4 iy = Pi.yyww;
|
||||
vec4 fx = Pf.xzxz;
|
||||
vec4 fy = Pf.yyww;
|
||||
|
||||
vec4 i = permute(permute(ix) + iy);
|
||||
|
||||
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
|
||||
vec4 gy = abs(gx) - 0.5 ;
|
||||
vec4 tx = floor(gx + 0.5);
|
||||
gx = gx - tx;
|
||||
|
||||
vec2 g00 = vec2(gx.x,gy.x);
|
||||
vec2 g10 = vec2(gx.y,gy.y);
|
||||
vec2 g01 = vec2(gx.z,gy.z);
|
||||
vec2 g11 = vec2(gx.w,gy.w);
|
||||
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
|
||||
g00 *= norm.x;
|
||||
g01 *= norm.y;
|
||||
g10 *= norm.z;
|
||||
g11 *= norm.w;
|
||||
|
||||
float n00 = dot(g00, vec2(fx.x, fy.x));
|
||||
float n10 = dot(g10, vec2(fx.y, fy.y));
|
||||
float n01 = dot(g01, vec2(fx.z, fy.z));
|
||||
float n11 = dot(g11, vec2(fx.w, fy.w));
|
||||
|
||||
vec2 fade_xy = fade(Pf.xy);
|
||||
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
|
||||
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
|
||||
return 2.3 * n_xy;
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic variant
|
||||
float pnoise(vec2 P, vec2 rep) {
|
||||
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
|
||||
Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
|
||||
Pi = mod289(Pi); // To avoid truncation effects in permutation
|
||||
vec4 ix = Pi.xzxz;
|
||||
vec4 iy = Pi.yyww;
|
||||
vec4 fx = Pf.xzxz;
|
||||
vec4 fy = Pf.yyww;
|
||||
|
||||
vec4 i = permute(permute(ix) + iy);
|
||||
|
||||
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
|
||||
vec4 gy = abs(gx) - 0.5 ;
|
||||
vec4 tx = floor(gx + 0.5);
|
||||
gx = gx - tx;
|
||||
|
||||
vec2 g00 = vec2(gx.x,gy.x);
|
||||
vec2 g10 = vec2(gx.y,gy.y);
|
||||
vec2 g01 = vec2(gx.z,gy.z);
|
||||
vec2 g11 = vec2(gx.w,gy.w);
|
||||
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
|
||||
g00 *= norm.x;
|
||||
g01 *= norm.y;
|
||||
g10 *= norm.z;
|
||||
g11 *= norm.w;
|
||||
|
||||
float n00 = dot(g00, vec2(fx.x, fy.x));
|
||||
float n10 = dot(g10, vec2(fx.y, fy.y));
|
||||
float n01 = dot(g01, vec2(fx.z, fy.z));
|
||||
float n11 = dot(g11, vec2(fx.w, fy.w));
|
||||
|
||||
vec2 fade_xy = fade(Pf.xy);
|
||||
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
|
||||
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
|
||||
return 2.3 * n_xy;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
|
||||
vec3 color = vec3(0.0,0.0,0.0);
|
||||
float alpha = 1.0;
|
||||
float s = 800000.;
|
||||
float p = pnoise(vec2(u_time*s),vec2(u_time*u_time));
|
||||
float d = step(fract((st.x*100000.)),.5)*step(fract((st.y*100000.)),.5);
|
||||
color += fill(circleSDF(st),.7);
|
||||
gl_FragColor = vec4(color, p*d);
|
||||
}
|
2
experiments/replicate/readme.md
Normal file
2
experiments/replicate/readme.md
Normal file
@@ -0,0 +1,2 @@
|
||||
# Trying to replicate some of these effects:
|
||||
https://www.tiktok.com/@safehaven_hq/video/7373481118684957998?_t=8n2IcHrIRVJ&_r=1
|
Reference in New Issue
Block a user