#ifdef GL_ES precision mediump float; #endif // glslsandbox uniforms uniform float time; uniform vec2 resolution; // shadertoy emulation #define iTime time * 0.01 + 10.0 #define iResolution resolution #define fragCoord gl_FragCoord #define fragColor gl_FragColor float colormap_red(float x) { if (x < 0.0) { return 54.0 / 255.0; } else if (x < 20049.0 / 82979.0) { return (829.79 * x + 54.51) / 255.0; } else { return 1.0; } } float colormap_green(float x) { if (x < 20049.0 / 82979.0) { return 0.0; } else if (x < 327013.0 / 810990.0) { return (8546482679670.0 / 10875673217.0 * x - 2064961390770.0 / 10875673217.0) / 255.0; } else if (x <= 1.0) { return (103806720.0 / 483977.0 * x + 19607415.0 / 483977.0) / 255.0; } else { return 1.0; } } float colormap_blue(float x) { if (x < 0.0) { return 54.0 / 255.0; } else if (x < 7249.0 / 82979.0) { return (829.79 * x + 54.51) / 255.0; } else if (x < 20049.0 / 82979.0) { return 127.0 / 255.0; } else if (x < 327013.0 / 810990.0) { return (792.02249341361393720147485376583 * x - 64.364790735602331034989206222672) / 255.0; } else { return 1.0; } } vec4 colormap(float x) { return vec4(colormap_red(x), colormap_green(x), colormap_blue(x), 1.0); } // https://iquilezles.org/articles/warp /*float noise( in vec2 x ) { vec2 p = floor(x); vec2 f = fract(x); f = f*f*(3.0-2.0*f); float a = textureLod(iChannel0,(p+vec2(0.5,0.5))/256.0,0.0).x; float b = textureLod(iChannel0,(p+vec2(1.5,0.5))/256.0,0.0).x; float c = textureLod(iChannel0,(p+vec2(0.5,1.5))/256.0,0.0).x; float d = textureLod(iChannel0,(p+vec2(1.5,1.5))/256.0,0.0).x; return mix(mix( a, b,f.x), mix( c, d,f.x),f.y); }*/ float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float noise(vec2 p){ vec2 ip = floor(p); vec2 u = fract(p); u = u*u*(3.0-2.0*u); float res = mix( mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x), mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y); return res*res; } const mat2 mtx = mat2( 0.80, 0.60, -0.60, 0.80 ); float fbm( vec2 p ) { float f = 0.0; f += 0.500000*noise( p + iTime ); p = mtx*p*2.02; f += 0.031250*noise( p ); p = mtx*p*2.01; f += 0.250000*noise( p ); p = mtx*p*2.03; f += 0.125000*noise( p ); p = mtx*p*2.01; f += 0.062500*noise( p ); p = mtx*p*2.04; f += 0.015625*noise( p + sin(iTime) ); return f/0.96875; } float pattern( in vec2 p ) { return fbm( p + fbm( p + fbm( p ) ) ); } void main() { vec2 uv = fragCoord.xy/iResolution.x; float shade = pattern(uv); fragColor = vec4(colormap(shade).rgb, shade); } /** SHADERDATA { "title": "Base warp fBM", "description": "Noise but Pink", "model": "person" } */