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drunkard.glsl
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// Drunken stupor effect using fractal Brownian motion and Perlin noise
// (c) moni-dz (https://github.com/moni-dz)
// CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/)
vec2 hash2(vec2 p) {
uvec2 q = uvec2(floatBitsToUint(p.x), floatBitsToUint(p.y));
q = (q * uvec2(1597334673U, 3812015801U)) ^ (q.yx * uvec2(2798796415U, 1979697793U));
return vec2(q) * (1.0/float(0xffffffffU)) * 2.0 - 1.0;
}
float perlin2d(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f*f*(3.0-2.0*f);
return mix(mix(dot(hash2(i + vec2(0.0,0.0)), f - vec2(0.0,0.0)),
dot(hash2(i + vec2(1.0,0.0)), f - vec2(1.0,0.0)), u.x),
mix(dot(hash2(i + vec2(0.0,1.0)), f - vec2(0.0,1.0)),
dot(hash2(i + vec2(1.0,1.0)), f - vec2(1.0,1.0)), u.x), u.y);
}
#define OCTAVES 10 // How many passes of fractal Brownian motion to perform
#define GAIN 0.5 // How much should each pixel move
#define LACUNARITY 2.0 // How fast should each ripple be per pass
float fbm(vec2 p) {
float sum = 0.0;
float amp = 0.5;
float freq = 1.0;
for(int i = 0; i < OCTAVES; i++) {
sum += amp * perlin2d(p * freq);
freq *= LACUNARITY;
amp *= GAIN;
}
return sum;
}
#define NOISE_SCALE 1.0 // How distorted the image you want to be
#define NOISE_INTENSITY 0.05 // How strong the noise effect is
#define ABERRATION true // Chromatic aberration
#define ABERRATION_DELTA 0.1 // How strong the chromatic aberration effect is
#define ANIMATE true
#define SPEED 0.4 // Animation speed
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 uv = fragCoord/iResolution.xy;
float time = ANIMATE ? iTime * SPEED : 0.0;
vec2 noisePos = uv * NOISE_SCALE + vec2(time);
float noise = fbm(noisePos) * NOISE_INTENSITY;
vec3 col;
if (ABERRATION) {
col.r = texture(iChannel0, uv + vec2(noise * (1.0 + ABERRATION_DELTA))).r;
col.g = texture(iChannel0, uv + vec2(noise)).g;
col.b = texture(iChannel0, uv + vec2(noise * (1.0 - ABERRATION_DELTA))).b;
} else {
vec2 distortedUV = uv + vec2(noise);
col = texture(iChannel0, distortedUV).rgb;
}
fragColor = vec4(col, 1.0);
}