precision highp float; uniform float time; uniform vec3 c1; uniform vec3 c2; uniform vec3 c3; uniform vec3 c4; uniform vec3 c5; uniform vec3 c6; uniform vec2 speed; uniform float shift; uniform float alphaThreshold; varying vec2 vUV; 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 main() { vec2 p = vUV * 8.0; float q = fbm(p - time * 0.1); vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y)); vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y); vec3 color = c * cos(shift * vUV.y); float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11)); gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold)); }