woodProceduralTexture.fragment.fx 745 B

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  1. precision highp float;
  2. varying vec2 vPosition;
  3. varying vec2 vUV;
  4. uniform float ampScale;
  5. uniform vec3 woodColor;
  6. float rand(vec2 n) {
  7. return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
  8. }
  9. float noise(vec2 n) {
  10. const vec2 d = vec2(0.0, 1.0);
  11. vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
  12. return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
  13. }
  14. float fbm(vec2 n) {
  15. float total = 0.0, amplitude = 1.0;
  16. for (int i = 0; i < 4; i++) {
  17. total += noise(n) * amplitude;
  18. n += n;
  19. amplitude *= 0.5;
  20. }
  21. return total;
  22. }
  23. void main(void) {
  24. float ratioy = mod(vUV.x * ampScale, 2.0 + fbm(vUV * 0.8));
  25. vec3 wood = woodColor * ratioy;
  26. gl_FragColor = vec4(wood, 1.0);
  27. }