Created
February 24, 2016 15:40
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#include "Uniforms.glsl" | |
#include "Samplers.glsl" | |
#include "Transform.glsl" | |
#include "ScreenPos.glsl" | |
#include "Lighting.glsl" | |
varying vec2 vScreenPos; | |
precision mediump float; | |
uniform vec2 resolution = vec2(1366.0,768.0); | |
#ifdef COMPILEPS | |
uniform float cElapsedTime; | |
uniform vec2 cSpeed; | |
#endif | |
uniform float shift; | |
float rand(vec2 n) { | |
return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | |
} | |
float noise(vec2 n) { | |
const vec2 d = vec2(0.0, 1.0); | |
vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); | |
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); | |
} | |
float fbm(vec2 n) { | |
float total = 0.0, amplitude = 1.0; | |
for (int i = 0; i < 4; i++) { | |
total += noise(n) * amplitude; | |
n += n; | |
amplitude *= 0.5; | |
} | |
return total; | |
} | |
void VS() | |
{ | |
mat4 modelMatrix = iModelMatrix; | |
vec3 worldPos = GetWorldPos(modelMatrix); | |
gl_Position = GetClipPos(worldPos); | |
vScreenPos = GetScreenPosPreDiv(gl_Position); | |
} | |
void PS() { | |
const vec3 c1 = vec3(12.0/255.0, 10.0/212.0, 71.0/255.0); | |
const vec3 c2 = vec3(218.0/255.0, 220.0/255.0, 11.4/755.0); | |
const vec3 c3 = vec3(0.2, 0.0, 0.0); | |
const vec3 c4 = vec3(162.0/255.0, 1.0/255.0, 4.4/955.0); | |
const vec3 c5 = vec3(3.1); | |
const vec3 c6 = vec3(1.151); | |
vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx; | |
float q = fbm(p - cElapsedTime * 0.1); | |
vec2 r = vec2(fbm(p + q + cElapsedTime * cSpeed.x - p.x - p.y), fbm(p + q - cElapsedTime * cSpeed.y)); | |
vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y); | |
float grad = gl_FragCoord.y / resolution.y; | |
gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), 1.0); | |
gl_FragColor.xyz *= 1.0-grad; | |
} |
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