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@hatkidchan
Created April 21, 2021 09:42
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Some crappy noise
// Author: hatkidchan (https://github.com/hatkidchan)
// Title: noise?
// Open in: https://thebookofshaders.com/edit.php
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define TAU 6.283185307179586
float random (vec2 st, float seed) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123 + seed * 69.420);
}
float random (vec2 st) { return random(st, 0.0); }
void main()
{
vec2 st = gl_FragCoord.xy / u_resolution,
nc = st * 0.5 + 0.5;
vec2 ms = u_mouse / u_resolution;
int ndx = int((1.0 - st.y) * 16.0) * 16 + int((st.x) * 16.0);
st = floor(st * 128.0) / 128.0;
vec3 speedX = vec3(1.00, 2.00, 3.00),
speedY = vec3(1.33, 2.33, 3.33),
speedZ = vec3(1.66, 2.66, 3.66),
phaseX = vec3(1.00, 1.00, 1.00) * random(st, u_time * 0.02),
phaseY = vec3(2.00, 2.00, 2.00) * random(st, u_time * 0.02),
phaseZ = vec3(3.00, 3.00, 3.00) * random(st, u_time * 0.01),
amplX = vec3(0.70, 0.70, 0.70) * random(st, u_time * 0.02),
amplY = vec3(0.70, 0.70, 0.70) * random(st, u_time * 0.02),
amplZ = vec3(0.70, 0.70, 0.70) * random(st, u_time * 0.01),
valX = vec3(
abs(sin(u_time * speedX.x + phaseX.x)),
abs(sin(u_time * speedX.y + phaseX.y)),
abs(sin(u_time * speedX.z + phaseX.z))
) * amplX,
valY = vec3(
abs(sin(u_time * speedY.x + phaseY.x)),
abs(sin(u_time * speedY.y + phaseY.y)),
abs(sin(u_time * speedY.z + phaseY.z))
) * amplY,
valZ = vec3(
abs(sin(u_time * speedZ.x + phaseZ.x)),
abs(sin(u_time * speedZ.y + phaseZ.y)),
abs(sin(u_time * speedZ.z + phaseZ.z))
) * amplZ,
map = vec3(
st.x * valX.x + st.y * valY.x + valZ.x * 0.5,
st.x * valX.y + st.y * valY.y + valZ.y * 0.5,
st.x * valX.z + st.y * valY.z + valZ.z * 0.5
);
vec4 color = vec4(map, 1.0);
gl_FragColor = color;
}
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