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- precision highp float;
- varying vec2 vPosition;
- varying vec2 vUV;
- uniform float numberOfTilesHeight;
- uniform float numberOfTilesWidth;
- uniform float amplitude;
- uniform vec3 marbleColor;
- uniform vec3 jointColor;
- const vec3 tileSize = vec3(1.1, 1.0, 1.1);
- const vec3 tilePct = vec3(0.98, 1.0, 0.98);
- 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 turbulence(vec2 P)
- {
- float val = 0.0;
- float freq = 1.0;
- for (int i = 0; i < 4; i++)
- {
- val += abs(noise(P*freq) / freq);
- freq *= 2.07;
- }
- return val;
- }
- float round(float number){
- return sign(number)*floor(abs(number) + 0.5);
- }
- vec3 marble_color(float x)
- {
- vec3 col;
- x = 0.5*(x + 1.);
- x = sqrt(x);
- x = sqrt(x);
- x = sqrt(x);
- col = vec3(.2 + .75*x);
- col.b *= 0.95;
- return col;
- }
- void main()
- {
- float brickW = 1.0 / numberOfTilesWidth;
- float brickH = 1.0 / numberOfTilesHeight;
- float jointWPercentage = 0.01;
- float jointHPercentage = 0.01;
- vec3 color = marbleColor;
- float yi = vUV.y / brickH;
- float nyi = round(yi);
- float xi = vUV.x / brickW;
- if (mod(floor(yi), 2.0) == 0.0){
- xi = xi - 0.5;
- }
- float nxi = round(xi);
- vec2 brickvUV = vec2((xi - floor(xi)) / brickH, (yi - floor(yi)) / brickW);
- if (yi < nyi + jointHPercentage && yi > nyi - jointHPercentage){
- color = mix(jointColor, vec3(0.37, 0.25, 0.25), (yi - nyi) / jointHPercentage + 0.2);
- }
- else if (xi < nxi + jointWPercentage && xi > nxi - jointWPercentage){
- color = mix(jointColor, vec3(0.44, 0.44, 0.44), (xi - nxi) / jointWPercentage + 0.2);
- }
- else {
- float t = 6.28 * brickvUV.x / (tileSize.x + noise(vec2(vUV)*6.0));
- t += amplitude * turbulence(brickvUV.xy);
- t = sin(t);
- color = marble_color(t);
- }
- gl_FragColor = vec4(color, 0.0);
- }
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