mns-mini-zabor/utils/main.frag

57 lines
1.9 KiB
GLSL

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);
}
// <https://www.shadertoy.com/view/Xd23Dh>
// by inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm>
//
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;
}