@@ -1,154 +1,123 @@
uniform float time;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;
varying vec2 vUv;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 x) {
return x - floor (x * (1.0 / 289.0 )) * 289.0 ;
vec4 mod289(vec4 x) {
return x - floor (x * (1.0 / 289.0 )) * 289.0 ;
}
vec4 mod289(vec4 x) {
return x - floor (x * (1.0 / 289.0 )) * 289.0 ;
float mod289(float x) {
return x - floor (x * (1.0 / 289.0 )) * 289.0 ;
}
vec4 permute(vec4 x) {
return mod289(((x* 34.0 )+ 1.0 )* x);
return mod289(((x* 34.0 )+ 1.0 )* x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
float permute(float x) {
return mod289(((x* 34.0 )+ 1.0 )* x);
}
float snoise(vec3 v)
{
const vec2 C = vec2 (1.0 / 6.0 , 1.0 / 3.0 ) ;
const vec4 D = vec4 (0.0 , 0.5 , 1.0 , 2.0 );
// First corner
vec3 i = floor (v + dot (v, C.yyy) );
vec3 x0 = v - i + dot (i, C.xxx) ;
// Other corners
vec3 g = step (x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min ( g.xyz, l.zxy );
vec3 i2 = max ( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4 (0.0 , i1.z, i2.z, 1.0 ))
+ i.y + vec4 (0.0 , i1.y, i2.y, 1.0 ))
+ i.x + vec4 (0.0 , i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857 ; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor (p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor (j * ns.z);
vec4 y_ = floor (j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs (x) - abs (y);
vec4 b0 = vec4 ( x.xy, y.xy );
vec4 b1 = vec4 ( x.zw, y.zw );
// vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
// vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor (b0)* 2.0 + 1.0 ;
vec4 s1 = floor (b1)* 2.0 + 1.0 ;
vec4 sh = - step (h, vec4 (0.0 ));
vec4 a0 = b0.xzyw + s0.xzyw* sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw* sh.zzww ;
vec3 p0 = vec3 (a0.xy,h.x);
vec3 p1 = vec3 (a0.zw,h.y);
vec3 p2 = vec3 (a1.xy,h.z);
vec3 p3 = vec3 (a1.zw,h.w);
// Normalise gradients
vec4 norm = taylorInvSqrt(vec4 (dot (p0,p0), dot (p1,p1), dot (p2, p2), dot (p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max (0.6 - vec4 (dot (x0,x0), dot (x1,x1), dot (x2,x2), dot (x3,x3)), 0.0 );
m = m * m;
return 42.0 * dot ( m* m, vec4 ( dot (p0,x0), dot (p1,x1),
dot (p2,x2), dot (p3,x3) ) );
}
vec3 snoiseVec3( vec3 x ){
float s = snoise(vec3 ( x ));
float s1 = snoise(vec3 ( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));
float s2 = snoise(vec3 ( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));
vec3 c = vec3 ( s , s1 , s2 );
return c;
vec4 taylorInvSqrt(vec4 r){
return 1.79284291400159 - 0.85373472095314 * r;
}
float taylorInvSqrt(float r){
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 curlNoise( vec3 p ){
const float e = .1 ;
vec3 dx = vec3 ( e , 0.0 , 0.0 );
vec3 dy = vec3 ( 0.0 , e , 0.0 );
vec3 dz = vec3 ( 0.0 , 0.0 , e );
vec4 grad4(float j, vec4 ip){
const vec4 ones = vec4 (1.0 , 1.0 , 1.0 , - 1.0 );
vec4 p,s;
p.xyz = floor ( fract (vec3 (j) * ip.xyz) * 7.0 ) * ip.z - 1.0 ;
p.w = 1.5 - dot (abs (p.xyz), ones.xyz);
s = vec4 (lessThan (p, vec4 (0.0 )));
p.xyz = p.xyz + (s.xyz* 2.0 - 1.0 ) * s.www;
vec3 p_x0 = snoiseVec3( p - dx );
vec3 p_x1 = snoiseVec3( p + dx );
vec3 p_y0 = snoiseVec3( p - dy );
vec3 p_y1 = snoiseVec3( p + dy );
vec3 p_z0 = snoiseVec3( p - dz );
vec3 p_z1 = snoiseVec3( p + dz );
return p;
}
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;
#define F4 0.309016994374947451
float snoise(vec4 v){
const vec4 C = vec4 ( 0.138196601125011 , 0.276393202250021 , 0.414589803375032 , - 0.447213595499958 );
vec4 i = floor (v + dot (v, vec4 (F4)) );
vec4 x0 = v - i + dot (i, C.xxxx);
vec4 i0;
vec3 isX = step ( x0.yzw, x0.xxx );
vec3 isYZ = step ( x0.zww, x0.yyz );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
vec4 i3 = clamp ( i0, 0.0 , 1.0 );
vec4 i2 = clamp ( i0- 1.0 , 0.0 , 1.0 );
vec4 i1 = clamp ( i0- 2.0 , 0.0 , 1.0 );
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;
i = mod289(i);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute ( i.w + vec4 (i1.w, i2.w, i3.w, 1.0 )) + i.z + vec4 (i1.z, i2.z, i3.z, 1.0 )) + i.y + vec4 (i1.y, i2.y, i3.y, 1.0 )) + i.x + vec4 (i1.x, i2.x, i3.x, 1.0 ));
vec4 ip = vec4 (1.0 / 294.0 , 1.0 / 49.0 , 1.0 / 7.0 , 0.0 ) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
vec4 norm = taylorInvSqrt(vec4 (dot (p0,p0), dot (p1,p1), dot (p2, p2), dot (p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot (p4,p4));
vec3 m0 = max (0.6 - vec3 (dot (x0,x0), dot (x1,x1), dot (x2,x2)), 0.0 );
vec2 m1 = max (0.6 - vec2 (dot (x3,x3), dot (x4,x4) ), 0.0 );
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot (m0* m0, vec3 ( dot ( p0, x0 ), dot ( p1, x1 ), dot ( p2, x2 ))) + dot (m1* m1, vec2 ( dot ( p3, x3 ), dot ( p4, x4 ) ) ) ) ;
}
const float divisor = 1.0 / ( 2.0 * e );
return normalize ( vec3 ( x , y , z ) * divisor );
vec3 snoiseVec3( vec3 x, float f ){
float frequency = f;
float amplitude = 1.0 ;
float s = snoise( vec4 ( vec3 ( x ), time ) * frequency ) * amplitude ;
float s1 = snoise( vec4 ( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 , time ) * frequency ) * amplitude ;
float s2 = snoise( vec4 ( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 , time ) * frequency ) * amplitude ;
vec3 c = vec3 ( s , s1 , s2 );
return c;
}
vec3 curlNoise( vec3 p, float f ){
const float e = .1 ;
vec3 dx = vec3 ( e , 0.0 , 0.0 );
vec3 dy = vec3 ( 0.0 , e , 0.0 );
vec3 dz = vec3 ( 0.0 , 0.0 , e );
vec3 p_x0 = snoiseVec3( p - dx, f );
vec3 p_x1 = snoiseVec3( p + dx, f );
vec3 p_y0 = snoiseVec3( p - dy, f );
vec3 p_y1 = snoiseVec3( p + dy, f );
vec3 p_z0 = snoiseVec3( p - dz, f );
vec3 p_z1 = snoiseVec3( p + dz, f );
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;
const float divisor = 1.0 / ( 2.0 * e );
return normalize ( vec3 ( x , y , z ) * divisor );
}
void main( ){
vec4 c = texture2D ( iChannel0, vUv );
vec4 c2 = texture2D ( iChannel1, vUv );
vec3 p = curlNoise( c.rgb ) / 50.0 ;
c.rgb += p;
vec3 c = texture2D ( iChannel0, vUv ).rgb;
c += curlNoise( c, 10.5 ) * vec3 (0.0005 );
gl_FragColor = c ;
gl_FragColor = vec4 ( c, 0.0 ) ;
}