PlanetEditor/grk/cw 6/shaders/shader_noise.frag

88 lines
1.9 KiB
GLSL
Raw Normal View History

2024-01-29 00:54:18 +01:00
#version 430 core
2024-01-29 19:41:22 +01:00
uniform float u_time;
out vec4 outColor;
in vec2 vtc;
in vec3 worldPos;
vec2 u_resolution = vec2(1024, 1024);
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define OCTAVES 6
float fbm (in vec2 st) {
// Initial values
float value = 0.0;
float amplitude = .5;
float frequency = 0.;
//
// Loop of octaves
for (int i = 0; i < OCTAVES; i++) {
value += amplitude * noise(st);
st *= 2.;
amplitude *= .5;
}
return value;
}
void main() {
/*
2024-01-29 19:41:22 +01:00
vec2 st = vtc;
float cloudIntensity = 15.0;
2024-01-29 19:41:22 +01:00
// Efekt lustrzanego odbicia
vec2 mirroredSt = vec2(1.0 - st.x, st.y);
mirroredSt.x += u_time * 0.07;
vec3 mirroredColor = vec3(0.0);
mirroredColor += fbm(mirroredSt * cloudIntensity);
st.x -= u_time * 0.07;
// Efekt oryginalny
2024-01-29 19:41:22 +01:00
vec3 color = vec3(0.0);
color += fbm(st * cloudIntensity);
2024-01-29 19:41:22 +01:00
// Dodaj gradientowe mieszanie mi<6D>dzy orygina<6E>em a lustrzanym odbiciem
float gradient = smoothstep(0.45, 0.55, st.x);
vec3 finalColor = mix(color, mirroredColor, gradient);
2024-01-29 19:41:22 +01:00
outColor = vec4(finalColor, 1.0);
*/
vec2 st = vtc;
st.x -= u_time * 0.07;
2024-01-29 19:41:22 +01:00
vec3 color = vec3(0.0);
color += fbm(st*10.0);
//vec3 mixedColor = mix(vec3(0.4), color, color.r);
//color = mix(vec3(1.0), fbm(st*3.0), 0.1);
outColor = vec4(color,1.0);
}