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mix_cloud.frag
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mix_cloud.frag
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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
// 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));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define NUM_OCTAVES 5
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
}
return v;
}
float pattern( in vec2 p, out vec2 qq, out vec2 rr )
{
vec2 q = vec2( fbm( p + vec2(0.570,0.320) ),
fbm( p + vec2(-0.250,0.520) ) );
vec2 r = vec2( fbm( p + sin(p.x )*q + vec2(0.440,0.390) ),
fbm( p + 5.456*q + vec2(0.410,-0.080)) );
qq = q;
rr = r;
return fbm( p + r );
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy*3.;
vec3 color = vec3(0.0);
vec2 qq, rr;
float pat1 = pattern(st, qq, rr);
vec3 foo = vec3( qq.r * rr.r, qq.g*rr.g, rr.g);
color = 3.860 * pat1 * foo;
gl_FragColor = vec4(color, 1.0);
}