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const noise = ` | |
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : ijm | |
// Lastmod : 20110822 (ijm) | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// | |
vec3 mod289(vec3 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 mod289(vec4 x) { | |
return x - floor(x * (1.0 / 289.0)) * 289.0; | |
} | |
vec4 permute(vec4 x) { | |
return mod289(((x*34.0)+1.0)*x); | |
} | |
vec4 taylorInvSqrt(vec4 r) | |
{ | |
return 1.79284291400159 - 0.85373472095314 * r; | |
} | |
float snoise(vec3 v) | |
{ | |
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; | |
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | |
// First corner | |
vec3 i = floor(v + dot(v, C.yyy) ); | |
vec3 x0 = v - i + dot(i, C.xxx) ; | |
// Other corners | |
vec3 g = step(x0.yzx, x0.xyz); | |
vec3 l = 1.0 - g; | |
vec3 i1 = min( g.xyz, l.zxy ); | |
vec3 i2 = max( g.xyz, l.zxy ); | |
// x0 = x0 - 0.0 + 0.0 * C.xxx; | |
// x1 = x0 - i1 + 1.0 * C.xxx; | |
// x2 = x0 - i2 + 2.0 * C.xxx; | |
// x3 = x0 - 1.0 + 3.0 * C.xxx; | |
vec3 x1 = x0 - i1 + C.xxx; | |
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | |
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | |
// Permutations | |
i = mod289(i); | |
vec4 p = permute( permute( permute( | |
i.z + vec4(0.0, i1.z, i2.z, 1.0 )) | |
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 )) | |
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 )); | |
// Gradients: 7x7 points over a square, mapped onto an octahedron. | |
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | |
float n_ = 0.142857142857; // 1.0/7.0 | |
vec3 ns = n_ * D.wyz - D.xzx; | |
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | |
vec4 x_ = floor(j * ns.z); | |
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | |
vec4 x = x_ *ns.x + ns.yyyy; | |
vec4 y = y_ *ns.x + ns.yyyy; | |
vec4 h = 1.0 - abs(x) - abs(y); | |
vec4 b0 = vec4( x.xy, y.xy ); | |
vec4 b1 = vec4( x.zw, y.zw ); | |
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; | |
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; | |
vec4 s0 = floor(b0)*2.0 + 1.0; | |
vec4 s1 = floor(b1)*2.0 + 1.0; | |
vec4 sh = -step(h, vec4(0.0)); | |
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | |
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | |
vec3 p0 = vec3(a0.xy,h.x); | |
vec3 p1 = vec3(a0.zw,h.y); | |
vec3 p2 = vec3(a1.xy,h.z); | |
vec3 p3 = vec3(a1.zw,h.w); | |
//Normalise gradients | |
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | |
p0 *= norm.x; | |
p1 *= norm.y; | |
p2 *= norm.z; | |
p3 *= norm.w; | |
// Mix final noise value | |
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | |
m = m * m; | |
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | |
dot(p2,x2), dot(p3,x3) ) ); | |
} | |
`; | |
const oklab = ` | |
float fixedpow(float a, float x) | |
{ | |
return pow(abs(a), x) * sign(a); | |
} | |
float cbrt(float a) | |
{ | |
return fixedpow(a, 0.3333333333); | |
} | |
vec3 lsrgb2oklab(vec3 c) | |
{ | |
float l = 0.4122214708 * c.r + 0.5363325363 * c.g + 0.0514459929 * c.b; | |
float m = 0.2119034982 * c.r + 0.6806995451 * c.g + 0.1073969566 * c.b; | |
float s = 0.0883024619 * c.r + 0.2817188376 * c.g + 0.6299787005 * c.b; | |
float l_ = cbrt(l); | |
float m_ = cbrt(m); | |
float s_ = cbrt(s); | |
return vec3( | |
0.2104542553 * l_ + 0.7936177850 * m_ - 0.0040720468 * s_, | |
1.9779984951 * l_ - 2.4285922050 * m_ + 0.4505937099 * s_, | |
0.0259040371 * l_ + 0.7827717662 * m_ - 0.8086757660 * s_ | |
); | |
} | |
vec3 oklab2lsrgb(vec3 c) | |
{ | |
float l_ = c.r + 0.3963377774 * c.g + 0.2158037573 * c.b; | |
float m_ = c.r - 0.1055613458 * c.g - 0.0638541728 * c.b; | |
float s_ = c.r - 0.0894841775 * c.g - 1.2914855480 * c.b; | |
float l = l_ * l_ * l_; | |
float m = m_ * m_ * m_; | |
float s = s_ * s_ * s_; | |
return vec3( | |
4.0767416621 * l - 3.3077115913 * m + 0.2309699292 * s, | |
-1.2684380046 * l + 2.6097574011 * m - 0.3413193965 * s, | |
-0.0041960863 * l - 0.7034186147 * m + 1.7076147010 * s | |
); | |
} | |
`; | |
const vert = ` | |
varying vec3 absPosition; | |
void main() { | |
absPosition = position; | |
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); | |
} | |
`; | |
const frag = ` | |
uniform highp float radius; | |
uniform highp float time; | |
uniform vec3 color1; | |
uniform vec3 color2; | |
uniform float night; | |
varying vec3 absPosition; | |
${noise} | |
${oklab} | |
float get_mix(float index, float noise) { | |
// 3.4 instead of 3 to bias color 1 a bit more, not fully even | |
highp float lastPerc = (index - 1.) / 3.4; | |
highp float thisPerc = index / 3.4; | |
highp float height = ((absPosition.y + radius) / 2.) / (radius); | |
return smoothstep(lastPerc, thisPerc, height + noise * 0.1); | |
} | |
void main() { | |
highp float yCoord = (gl_FragCoord.y / gl_FragCoord.w); | |
highp float height = ((absPosition.y + radius) / 2.) / (radius); | |
highp float noise_smooth = snoise((absPosition * 0.01)+ time*0.1); | |
highp float noise_rough = snoise((absPosition * 0.1)+ time*0.45); | |
// colors switched here to get color1 on top, because i'm lazy | |
vec3 color1_oklab = lsrgb2oklab(color2); | |
vec3 color2_oklab = lsrgb2oklab(color1); | |
// color 0 | |
vec3 color = color2; | |
// color 1 | |
highp float noise1 = noise_smooth * 2. + noise_rough * 0.2; | |
vec3 color_1 = oklab2lsrgb(mix(color1_oklab, color2_oklab, 1. / 3.)); | |
color = mix(color, color_1, get_mix(1., noise1)); | |
// color 2 | |
highp float noise2 = noise_smooth * 4. + noise_rough * 0.2; | |
vec3 color_2 = oklab2lsrgb(mix(color1_oklab, color2_oklab, 2. / 3.)); | |
color = mix(color, color_2, get_mix(2., noise2)); | |
// color 3 | |
highp float noise3 = noise_smooth * 1.5 + noise_rough * 0.8; | |
vec3 color_3 = oklab2lsrgb(mix(color1_oklab, color2_oklab, 1.)); | |
color = mix(color, color_3, get_mix(3., noise3)); | |
// lighten/darken over time | |
color *= night; | |
gl_FragColor = vec4( color, 1.0 ); | |
} | |
`; |
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