1234567891011121314151617181920212223242526272829303132333435 |
- precision highp float;
- varying vec2 vUV;
- uniform vec4 skyColor;
- uniform vec4 cloudColor;
- 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 * 12.0;
- vec4 c = mix(skyColor, cloudColor, fbm(p));
- gl_FragColor = c;
- }
|