uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } float noise(in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } float fbm(in vec2 st, int octaves) { float value = 0.0; float amplitude = 0.5; float frequency = 0.0; for(int i = 0; i < octaves; i++) { value += amplitude * noise(st); st *= 2.0; amplitude *= 0.5; } return value; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); vec2 p = st * sqrt(u_mouse.x); int oct = sqrt(u_mouse.y); color += fbm(p, oct); gl_FragColor = vec4(color, 1.0); }