shadermeh/shaders/noise5.frag

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1.3 KiB
GLSL
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bool mode;
vec3 fcos(vec3 x)
{
vec3 w = fwidth(x);
return cos(x) * sin(0.5 * w) / (0.5 * w);
}
vec3 getColor(in float t)
{
vec3 col = vec3(0.4,0.4,0.4);
col += 0.12*fcos(6.28318*t* 1.0+vec3(0.0,0.8,1.1));
col += 0.11*fcos(6.28318*t* 3.1+vec3(0.3,0.4,0.1));
col += 0.10*fcos(6.28318*t* 5.1+vec3(0.1,0.7,1.1));
col += 0.09*fcos(6.28318*t* 9.1+vec3(0.2,0.8,1.4));
col += 0.08*fcos(6.28318*t* 17.1+vec3(0.2,0.6,0.7));
col += 0.07*fcos(6.28318*t* 31.1+vec3(0.1,0.6,0.7));
col += 0.06*fcos(6.28318*t* 65.1+vec3(0.0,0.5,0.8));
col += 0.06*fcos(6.28318*t*115.1+vec3(0.1,0.4,0.7));
col += 0.09*fcos(6.28318*t*265.1+vec3(1.1,1.4,2.7));
return col;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord )
{
vec2 p = (2.0 * fragCoord.xy - iResolution.xy) / max(iResolution.x, iResolution.y);
// deform 1
p *= 0.25;
p = 0.5 * p / dot(p, p);
vec2 q = p;
p.x += iTime * 0.1;
// deform 2
p += 0.2 * cos(1.5 * p.yx + 0.03 * 1.0 * iTime + vec2(0.1, 1.1));
p += 0.2 * cos(2.4 * p.yx + 0.03 * 1.6 * iTime + vec2(4.5, 2.6));
p += 0.2 * cos(3.3 * p.yx + 0.03 * 1.2 * iTime + vec2(3.2, 3.4));
p += 0.2 * cos(4.2 * p.yx + 0.03 * 1.7 * iTime + vec2(1.8, 5.2));
p += 0.2 * cos(9.1 * p.yx + 0.03 * 1.1 * iTime + vec2(6.3, 3.9));
// base color pattern
vec3 col = getColor(0.5 * length(p));
// lighting
col *= 1.4 - 0.07 * length(q);
fragColor = vec4(col, 1.0);
}