#version 430 core /*float PI = 3.14159f; uniform sampler2D colorTexture; uniform float exposition; in vec3 vecNormal; in vec3 worldPos; in vec2 vtc; out vec4 outColor; in vec3 viewDirTS; in vec3 lightDirTS; in vec3 sunDirTS; uniform float u_time; float pi = 3.14159; // 2D Random float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } // 2D Noise 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 randA = vec2(a *2.0 *pi); vec2 randB = vec2(b *2.0 *pi); vec2 randC = vec2(c *2.0 *pi); vec2 randD = vec2(d *2.0 *pi); vec2 offsetA = a-st; vec2 offsetB = b-st; vec2 offsetC = c-st; vec2 offsetD = d-st; offsetA = offsetA*randA; offsetB = offsetB*randB; offsetC = offsetC*randC; offsetD = offsetD*randD; float resA = smoothstep(offsetA.x,offsetA.y, f.y); float resB = smoothstep(offsetB.x,offsetB.y, f.y); float resC = smoothstep(offsetC.x,offsetC.y, f.y); float resD = smoothstep(offsetD.x,offsetD.y, f.y); vec2 u = smoothstep(0.,1.,f); float ab= mix(a, b, u.x); float cd = mix(c, d, u.x); return mix(ab,cd,u.y); } void main() { vec2 st = vtc; vec2 pos = vec2(st*3.776); pos.x -= u_time * 0.07; // Use the noise function float n = 1.836 * 0.676*noise(pos*2.576); n = smoothstep(-0.096, 1.176, n); outColor = vec4(vec3(n), 1); } */ out vec4 outColor; uniform float u_time; in vec2 vtc; 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 NUM_OCTAVES 5 float fbm ( in vec2 _st) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100.0); // Rotate to reduce axial bias mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(_st); _st = rot * _st * 3.0 + shift; a *= 0.6; } return v; } void main() { vec2 st = vtc; // st += st * abs(sin(u_time*0.1)*3.0); vec3 color = vec3(0.0); vec2 q = vec2(0.); q.x = fbm( st + 0.00*u_time); q.y = fbm( st + vec2(1.0)); vec2 r = vec2(0.); r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time ); r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time); float f = fbm(st+r); color = mix(vec3(0.101961,0.619608,0.666667), vec3(0.666667,0.666667,0.498039), clamp((f*f)*4.0,0.0,1.0)); color = mix(color, vec3(0.995,0.077,0.220), clamp(length(q),0.0,1.0)); color = mix(color, vec3(1.000,0.925,0.132), clamp(length(r.x),0.0,1.0)); outColor = vec4((f*f*f+.9*f*f+.9*f)*color,1.); } /* 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() { vec2 st = vtc; //vec2 st = vtc.xy/worldPos.xy; //st += st * abs(sin(u_time*0.1)*10.0); //st.x *= worldPos.x/worldPos.y; vec3 color = vec3(0.0); color += fbm(st*3.0); vec3 mixedColor = mix(vec3(0.4), color, color.r); //color = mix(vec3(1.0), fbm(st*3.0), 0.1); outColor = vec4(mixedColor,1.0); }*/