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@lcrs
Created December 10, 2014 21:31
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crok cam shaker moblur test
uniform sampler2D source;
uniform float adsk_time, zoom, offset, adsk_result_frameratio, rotation;
uniform float Speed, pos_frq, pos_amp_x, pos_amp_y, zoom_amp, zoom_frq, rot_frq, rot_amp;
uniform float adsk_result_w, adsk_result_h;
vec2 resolution = vec2(adsk_result_w, adsk_result_h);
uniform vec2 center;
uniform bool enbl_zoom, enbl_position, enbl_rotation;
// Using Ashima's simplex noise
// 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;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
// Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
// Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
float hash( float n ) {
return fract(sin(n)*687.3123);
}
float noise( in vec2 x ) {
vec2 p = floor(x);
vec2 f = fract(x);
f = f*f*(3.0-2.0*f);
float n = p.x + p.y*157.0;
return mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x),
mix( hash(n+157.0), hash(n+158.0),f.x),f.y);
}
const mat2 m2 = mat2( 0.80, -0.60, 0.60, 0.80 );
float fbm( vec2 p ) {
float f = 0.0;
f += 0.5000*noise( p ); p = m2*p*2.02;
f += 0.2500*noise( p ); p = m2*p*2.03;
f += 0.1250*noise( p ); p = m2*p*2.01;
f += 0.0625*noise( p );
return f/0.9375;
}
void main()
{
vec3 col = vec3(0.0);
float samples = 32.0;
float shutter = 0.5;
for(float mytime = adsk_time-shutter/2.0; mytime < adsk_time+shutter/2.0; mytime += shutter/samples) {
float time = mytime * 0.05 * Speed + offset;
vec2 uv = (gl_FragCoord.xy / resolution.xy);
if ( enbl_position )
{
// random x y
uv.x += center.x + fbm(vec2((time + 34414.) * pos_frq * 0.1, (time + 123515.) * pos_frq * 0.1)) * pos_amp_x * 0.05;
uv.y += center.y + fbm(vec2((time + 54635.) * pos_frq * 0.1, (time + 545.) * pos_frq * 0.1)) * pos_amp_y * 0.04;
uv -= vec2(0.5);
}
if ( enbl_rotation )
{
// random rotation
float rnd = fbm(vec2((time + 3542.) * rot_frq * .1 )) * rot_amp * .05;
mat2 rot = mat2( cos(-rotation + rnd), -sin(-rotation + rnd), sin(-rotation + rnd), cos(-rotation + rnd));
//We remove 0.5 from the coords to apply the rotation.
uv -= vec2(0.5);
//We multiply the X value by the frame ratio before applying the rotation.
uv.x *= adsk_result_frameratio;
//We apply the rotation
uv *= rot;
//We divide the X value by the frame ratio after applying the rotation.
uv.x /= adsk_result_frameratio;
//We add the 0.5 we substracted back to the coords before applying the rotation.
uv += vec2(0.5);
}
if ( enbl_zoom )
{
// random Zoom
uv -= vec2(0.5);
uv *= 1.0 - fbm(vec2(time * zoom_frq * .1 )) * zoom_amp * .05;
uv += vec2(0.5);
}
// overall zoom
uv -= vec2(0.5);
uv *= zoom;
uv += vec2(0.5);
col += texture2D(source, uv).rgb;
}
col /= samples;
gl_FragColor.rgb = col;
}
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