Created
April 30, 2013 22:21
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
uniform float time; | |
vec2 rand(vec2 pos) | |
{ | |
return fract((pow(pos+2.0, pos.yx + 1.0) * 22222.0)); | |
} | |
vec2 rand2(vec2 pos) | |
{ | |
return rand(rand(pos)); | |
} | |
float softnoise(vec2 pos, float scale) | |
{ | |
vec2 smplpos = pos * scale; | |
float c0 = rand2((floor(smplpos) + vec2(0.0, 0.0)) / scale).x; | |
float c1 = rand2((floor(smplpos) + vec2(1.0, 0.0)) / scale).x; | |
float c2 = rand2((floor(smplpos) + vec2(0.0, 1.0)) / scale).x; | |
float c3 = rand2((floor(smplpos) + vec2(1.0, 1.0)) / scale).x; | |
vec2 a = fract(smplpos); | |
return mix( | |
mix(c0, c1, smoothstep(0.0, 1.0, a.x)), | |
mix(c2, c3, smoothstep(0.0, 1.0, a.x)), | |
smoothstep(0.0, 1.0, a.y)); | |
} | |
void main(void) | |
{ | |
vec2 pos = gl_FragCoord.xy / resolution.y; | |
float color = 0.0; | |
float s = 1.0; | |
for(int i = 0; i < 6; i++) | |
{ | |
color += softnoise(pos+vec2(i)*0.02, s * 4.0) / s / 3.0; | |
s *= 2.0; | |
} | |
gl_FragColor = vec4(color); | |
} |
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