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Copy path101-noise-2d.glsl
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101-noise-2d.glsl
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#ifdef GL_ES
precision mediump float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
// 2D Random
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
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));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f*f*(3.0-2.0*f);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution.xy;
// Scale the coordinate system to see
// some noise in action
float scale = 4.0;
vec2 pos = vec2(st*scale);
// Use the noise function
float n = noise(pos);
// Exercises:
// scale the noise using the mouse
// hint: you have to plug the u_mouse uniform into the scale variable
// try to draw a rectangle modified by the noise
// Have a look at the gradient noise. Try to compare it with the first noise
// Make a variation of this sketch https://thebookofshaders.com/edit.php#11/wood.frag
gl_FragColor = vec4(vec3(n), 1.0);
}