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81 lines
1.8 KiB
81 lines
1.8 KiB
#version 120
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D source;
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uniform float u_mouse;
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uniform float value = 0.2;
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uniform bool is_error = false;
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uniform int speedup = 1;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise(in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(in vec2 st, int octaves=8) {
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float v = 0.0;
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float a = 0.5;
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vec2 shift = vec2(100.0);
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mat2 rot = mat2(cos(0.5), sin(0.5),
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-sin(0.5), cos(0.5));
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for(int i = 0; i < octaves; i++) {
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v += a * noise(st);
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st = rot * st * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy * 3.0;
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vec3 color = vec3(0.0);
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float speed = u_time * speedup;
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float value = 0.8;
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vec3 base_tone = is_error ? vec3(1.0, 0.5, 0.5) : vec3(0.5, 1.0, 0.5);
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vec2 q = vec2(0.0);
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q.x = fbm(st);
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q.y = fbm(st + vec2(1.0));
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vec2 r = vec2(0,0);
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r.x += fbm( st + 1.0*q + vec2(1.0, 0.0)+ 0.15* speed );
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r.y += fbm( st + 1.0*q + vec2(-1.0, 0.0)+ 0.126* speed);
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float f = fbm(st / r);
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color = mix(vec3(0.122777,0.122777, 0.122777) * base_tone,
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vec3(0.498039,0.498039,0.498039) * base_tone,
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clamp((f*f)*4.0,0.0,1.0));
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color = mix(color,
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vec3(0.666667, 0.666667, 0.666667) * base_tone,
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clamp(length(r.x), 0.0, 1.0));
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color *= (f*f*f+0.5*f*f+0.6*f) * value;
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vec4 pixel = texture2D(source, gl_TexCoord[0].xy);
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float mask = color.r * pixel.a;
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gl_FragColor = gl_Color * vec4(color, mask) + pixel;
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}
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