uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; varying float vDistance; varying vec3 vPosition; float random(in float x) { return fract(sin(x) * 1e4); } // Based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise(in vec3 p) { const vec3 step = vec3(110.0, 241.0, 171.0); vec3 i = floor(p); vec3 f = fract(p); // For performance, compute the base input to a // 1D random from the integer part of the // argument and the incremental change to the // 1D based on the 3D -> 1D wrapping float n = dot(i, step); vec3 u = f * f * (3.0 - 2.0 * f); return mix(mix(mix(random(n + dot(step, vec3(0, 0, 0))), random(n + dot(step, vec3(1, 0, 0))), u.x), mix(random(n + dot(step, vec3(0, 1, 0))), random(n + dot(step, vec3(1, 1, 0))), u.x), u.y), mix(mix(random(n + dot(step, vec3(0, 0, 1))), random(n + dot(step, vec3(1, 0, 1))), u.x), mix(random(n + dot(step, vec3(0, 1, 1))), random(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z); } // // by inigo quilez // vec3 hash3(vec2 p) { vec3 q = vec3(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)), dot(p, vec2(419.2, 371.9))); return fract(sin(q) * 43758.5453); } float iqnoise(in vec2 x, float u, float v) { vec2 p = floor(x); vec2 f = fract(x); float k = 1.0 + 63.0 * pow(1.0 - v, 4.0); float va = 0.0; float wt = 0.0; for(int j = -2; j <= 2; j++) for(int i = -2; i <= 2; i++) { vec2 g = vec2(float(i), float(j)); vec3 o = hash3(p + g) * vec3(u, u, 1.0); vec2 r = g - f + o.xy; float d = dot(r, r); float ww = pow(1.0 - smoothstep(0.0, 1.414, sqrt(d)), k); va += o.z * ww; wt += ww; } return va / wt; }