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uniform float iTime; | ||
uniform vec2 iResolution; | ||
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// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/ | ||
highp float rand(vec3 co) | ||
{ | ||
highp float a = 12.9898; | ||
highp float b = 78.233; | ||
highp float c = 400.23; | ||
highp float d = 43758.5453; | ||
highp float dt= dot(co.xyz ,vec3(a,b,c)); | ||
highp float sn= mod(dt,3.14); | ||
return fract(sin(sn) * c); | ||
} | ||
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float noise(vec3 p) { | ||
vec3 s = floor(p); | ||
vec3 t = fract(p); | ||
vec3 u = smoothstep(0.0, 1.0, t); | ||
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return mix( | ||
mix( | ||
mix(rand(s + vec3(0.0, 0.0, 0.0)), | ||
rand(s + vec3(1.0, 0.0, 0.0)), | ||
u.x), | ||
mix(rand(s + vec3(0.0, 1.0, 0.0)), | ||
rand(s + vec3(1.0, 1.0, 0.0)), | ||
u.x), | ||
u.y), | ||
mix( | ||
mix(rand(s + vec3(0.0, 0.0, 1.0)), | ||
rand(s + vec3(1.0, 0.0, 1.0)), | ||
u.x), | ||
mix(rand(s + vec3(0.0, 1.0, 1.0)), | ||
rand(s + vec3(1.0, 1.0, 1.0)), | ||
u.x), | ||
u.y), | ||
u.z); | ||
} | ||
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float fbm(vec3 pos) { | ||
float f = 0.0; | ||
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// Here we construct a rotation matrix using Pythagorean | ||
// triples to avoid using sin and cos | ||
mat3 m = mat3( | ||
1.6,-1.2, 0.0, | ||
1.2, 1.6, 1.2, | ||
0.0,-1.2, 1.6 | ||
); | ||
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f = 0.5 * noise(pos); pos *= m; | ||
f += 0.25 * noise(pos); pos *= m; | ||
f += 0.125 * noise(pos); pos *= m; | ||
f += 0.0625 * noise(pos); pos *= m; | ||
f += 0.03125 * noise(pos); pos *= m; | ||
f += 0.015625 * noise(pos); pos *= m; | ||
f += 0.0078125 * noise(pos); pos *= m; | ||
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return f; | ||
} | ||
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vec2 normalizeScreenCoords(vec2 fragCoord, vec2 resolution) { | ||
vec2 result = 2.0 * (fragCoord / resolution - 0.5); | ||
result.x *= resolution.x / resolution.y; | ||
return result; | ||
} | ||
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void main() { | ||
vec2 uv = normalizeScreenCoords(gl_FragCoord.xy, iResolution); | ||
uv *= 16.0; | ||
vec3 pos = vec3(uv.x, uv.y, iTime/4.0); | ||
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vec3 color; | ||
if (uv.x < 12.0*sin(iTime/1.5)) { | ||
color = vec3(noise(pos)); | ||
} else { | ||
color = vec3(fbm(pos)); | ||
} | ||
// gamma correction | ||
// color.xyz = pow(vec4(color, 1.0), vec4(1.0/2.2)).xyz; | ||
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// gl_FragColor = vec4(color, 1.0); | ||
gl_FragColor = vec4(color, 1.0); | ||
} |
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import fs from './fs.glsl' | ||
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export const meta = { | ||
tags: 'noise,math', | ||
title: '3D Value Noise', | ||
slug: '3d-value-noise', | ||
} | ||
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export const options = { | ||
display: 'fullscreen', | ||
type: 'shadertoy', | ||
shadertoy: { | ||
fs, | ||
}, | ||
} | ||
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export const init = ({ camera, controls }) => { | ||
camera.position.set(0, 0, -1) | ||
controls.enableRotate = false | ||
return () => {} | ||
} |