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| 1 | +vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } |
| 2 | +vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } |
| 3 | +vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); } |
| 4 | +vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } |
| 5 | +float snoise(vec3 v) { |
| 6 | + const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); |
| 7 | + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); |
| 8 | + |
| 9 | + // First corner |
| 10 | + vec3 i = floor(v + dot(v, C.yyy)); |
| 11 | + vec3 x0 = v - i + dot(i, C.xxx); |
| 12 | + |
| 13 | + // Other corners |
| 14 | + vec3 g = step(x0.yzx, x0.xyz); |
| 15 | + vec3 l = 1.0 - g; |
| 16 | + vec3 i1 = min(g.xyz, l.zxy); |
| 17 | + vec3 i2 = max(g.xyz, l.zxy); |
| 18 | + |
| 19 | + // x0 = x0 - 0.0 + 0.0 * C.xxx; |
| 20 | + // x1 = x0 - i1 + 1.0 * C.xxx; |
| 21 | + // x2 = x0 - i2 + 2.0 * C.xxx; |
| 22 | + // x3 = x0 - 1.0 + 3.0 * C.xxx; |
| 23 | + vec3 x1 = x0 - i1 + C.xxx; |
| 24 | + vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y |
| 25 | + vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y |
| 26 | + |
| 27 | + // Permutations |
| 28 | + i = mod289(i); |
| 29 | + vec4 p = permute(permute(permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + |
| 30 | + vec4(0.0, i1.y, i2.y, 1.0)) + |
| 31 | + i.x + vec4(0.0, i1.x, i2.x, 1.0)); |
| 32 | + |
| 33 | + // Gradients: 7x7 points over a square, mapped onto an octahedron. |
| 34 | + // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) |
| 35 | + float n_ = 0.142857142857; // 1.0/7.0 |
| 36 | + vec3 ns = n_ * D.wyz - D.xzx; |
| 37 | + |
| 38 | + vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) |
| 39 | + |
| 40 | + vec4 x_ = floor(j * ns.z); |
| 41 | + vec4 y_ = floor(j - 7.0 * x_); // mod(j,N) |
| 42 | + |
| 43 | + vec4 x = x_ * ns.x + ns.yyyy; |
| 44 | + vec4 y = y_ * ns.x + ns.yyyy; |
| 45 | + vec4 h = 1.0 - abs(x) - abs(y); |
| 46 | + |
| 47 | + vec4 b0 = vec4(x.xy, y.xy); |
| 48 | + vec4 b1 = vec4(x.zw, y.zw); |
| 49 | + |
| 50 | + // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; |
| 51 | + // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; |
| 52 | + vec4 s0 = floor(b0) * 2.0 + 1.0; |
| 53 | + vec4 s1 = floor(b1) * 2.0 + 1.0; |
| 54 | + vec4 sh = -step(h, vec4(0.0)); |
| 55 | + |
| 56 | + vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; |
| 57 | + vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; |
| 58 | + |
| 59 | + vec3 p0 = vec3(a0.xy, h.x); |
| 60 | + vec3 p1 = vec3(a0.zw, h.y); |
| 61 | + vec3 p2 = vec3(a1.xy, h.z); |
| 62 | + vec3 p3 = vec3(a1.zw, h.w); |
| 63 | + |
| 64 | + // Normalise gradients |
| 65 | + vec4 norm = |
| 66 | + taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
| 67 | + p0 *= norm.x; |
| 68 | + p1 *= norm.y; |
| 69 | + p2 *= norm.z; |
| 70 | + p3 *= norm.w; |
| 71 | + |
| 72 | + // Mix final noise value |
| 73 | + vec4 m = |
| 74 | + max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); |
| 75 | + m = m * m; |
| 76 | + return 105.0 * |
| 77 | + dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); |
| 78 | +} |
| 79 | + |
| 80 | +float noise2D(vec2 uv) { |
| 81 | + uvec2 pos = uvec2(floor(uv * 1000.)); |
| 82 | + return float((pos.x * 68657387u ^ pos.y * 361524851u + pos.x) % 890129u) * |
| 83 | + (1.0 / 890128.0); |
| 84 | +} |
| 85 | + |
| 86 | +float roundRectSDF(vec2 center, vec2 size, float radius) { |
| 87 | + return length(max(abs(center) - size + radius, 0.)) - radius; |
| 88 | +} |
| 89 | + |
| 90 | +void mainImage(out vec4 fragColor, in vec2 fragCoord) { |
| 91 | + vec2 uv = fragCoord / iResolution.xy, sd = vec2(2.), sdh = vec2(1.); |
| 92 | + vec4 ghosttyCol = texture(iChannel0, uv); |
| 93 | + float ratio = iResolution.y / iResolution.x, |
| 94 | + fw = max(fwidth(uv.x), fwidth(uv.y)); |
| 95 | + |
| 96 | + vec2 puv = floor(uv * vec2(60., 60. * ratio)) / 60.; |
| 97 | + puv += |
| 98 | + (smoothstep(0., 0.7, noise2D(puv)) - 0.5) * 0.05 - vec2(0., iTime * 0.08); |
| 99 | + |
| 100 | + uv = fract(vec2(uv.x, uv.y * ratio) * 10.); |
| 101 | + float d = roundRectSDF((sd + 0.01) * (uv - .5), sdh, 0.075), |
| 102 | + d2 = roundRectSDF((sd + 0.065) * (fract(uv * 6.) - .5), sdh, 0.2), |
| 103 | + noiseTime = iTime * 0.03, noise = snoise(vec3(puv, noiseTime)); |
| 104 | + |
| 105 | + noise += snoise(vec3(puv * 1.1, noiseTime + 0.5)) + .1; |
| 106 | + noise += snoise(vec3(puv * 2., noiseTime + 0.8)); |
| 107 | + noise = pow(noise, 2.); |
| 108 | + |
| 109 | + vec3 col1 = vec3(0.), col2 = vec3(0.), col3 = vec3(0.07898), |
| 110 | + col4 = vec3(0.089184), |
| 111 | + fcol = mix(mix(mix(col1, col3, smoothstep(0.0, 0.3, noise)), col2, |
| 112 | + smoothstep(0.0, 0.5, noise)), |
| 113 | + col4, smoothstep(0.0, 1.0, noise)); |
| 114 | + |
| 115 | + fragColor = vec4( |
| 116 | + ghosttyCol.rgb + |
| 117 | + mix(col4, fcol, smoothstep(fw, -fw, d) * smoothstep(fw, -fw, d2)), |
| 118 | + ghosttyCol.a); |
| 119 | +} |
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