25 lines
1.0 KiB
GLSL
25 lines
1.0 KiB
GLSL
uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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varying float vDistance;
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float random(in float x) {
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return fract(sin(x) * 1e4);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise(in vec3 p) {
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const vec3 step = vec3(110.0, 241.0, 171.0);
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vec3 i = floor(p);
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vec3 f = fract(p);
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// For performance, compute the base input to a
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// 1D random from the integer part of the
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// argument and the incremental change to the
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// 1D based on the 3D -> 1D wrapping
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float n = dot(i, step);
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vec3 u = f * f * (3.0 - 2.0 * f);
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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);
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} |