precision highp float; varying vec2 vPosition; varying vec2 vUV; uniform vec3 herb1Color; uniform vec3 herb2Color; uniform vec3 herb3Color; uniform vec3 groundColor; 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(void) { vec3 color = mix(groundColor, herb1Color, rand(gl_FragCoord.xy * 4.0)); color = mix(color, herb2Color, rand(gl_FragCoord.xy * 8.0)); color = mix(color, herb3Color, rand(gl_FragCoord.xy)); color = mix(color, herb1Color, fbm(gl_FragCoord.xy * 16.0)); gl_FragColor = vec4(color, 1.0); }