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- 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));
- }
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