uniform vec2 u_resolution; uniform float u_time; uniform sampler2D source; uniform float u_mouse; uniform float value = 0.2; 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=8) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100.0); mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5)); for(int i = 0; i < octaves; i++) { v += a * noise(st); st = rot * st * 2.0 + shift; a *= 0.5; } return v; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0; vec3 color = vec3(0.0); float speed = u_time * 40.0; float value = cos(u_time) * cos(u_time); vec2 q = vec2(0.0); q.x = fbm(st + 0.00 * speed); q.y = fbm(st + vec2(1.0)); vec2 r = vec2(0,0); r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed ); r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed); float f = fbm(st / r); color = mix(vec3(0.122777,0.619608, 0.666667), vec3(0.498039,0.666667,0.666667), clamp((f*f)*4.0,0.0,1.0)); color = mix(color, vec3(0.0666667, 0.122222, 0.666667), clamp(length(r.x), 0.0, 1.0)); color *= (f*f*f+0.5*f*f+0.6*f) * value; vec4 pixel = texture2D(source, gl_TexCoord[0].xy); float mask = color.r * pixel.a; gl_FragColor = gl_Color * vec4(color, mask) + pixel; }