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Noise_II.frag
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Noise_II.frag
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// Author: Jeremy Rotsztain
// Workshop: Generating Images with Shaders @ InterAccess, 2020
// Title: Noise II
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.1415926535
// Simplex 2D noise
//
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main() {
// get the xy coordinate & normalize to [0, 1] range
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec2 xy = st; // copy of xy coordinates
// also add randomness to xy coodinates
// again, experiment with freq & amplitude to see how the noise behaves
//st.x += snoise( st * 2. )*0.1;
//st.y += snoise( st * 2. + vec2(100.))*0.1;
// create a fill color (rgb)
vec3 color = vec3(0.);
// visualize the distance from the center
float dist = distance( st, vec2(0.5));
color.r = 1.0-dist;
// add randomness to min dist (before we threshold)
// play with frequency & amplitude
float freq = 2.;
float amplitude = 0.1;
dist += snoise( st * freq + vec2(200.))*amplitude;
// now with slow movement
float speed = 0.2;
//dist += snoise( st * freq + vec2(200., u_time*speed))*amplitude;
// using step(), threshold the distance to create a circle
color.rgb = vec3(1.0-step( 0.4, dist));
gl_FragColor = vec4(color, 1.0);
}