shadermeh/shaders/noise3.frag

102 lines
2.5 KiB
GLSL

// Author: @samloeschen
// Title: paint archipelago
// Quick exploration in fractal brownian motion and generating
// oil paint-like forms
//generic random
float random(in vec2 st)
{
return fract(sin(dot(st.xy, vec2(12.9898 ,78.233))) * 43758.5453123);
}
//@morgan3D noise
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;
}
//could probably reduce octaves but meh
#define octaves 11
float fbm(in vec2 p)
{
float value = 0.0;
float freq = 1.0;
float amp = 0.5;
for (int i = 0; i < octaves; i++) {
value += amp * (noise((p - vec2(1.0)) * freq));
freq *= 1.9;
amp *= 0.6;
}
return value;
}
//basically all the fbm warps are offset by big slow sine patterns
//when they diverge/are moving away from each other the fluidity feels faster,
//and when they converge its more chilled out
//I haven't tried animating the fbm scales yet but could be cool?
//TODO: add params to further manipulate color ramps with the domain warping
float pattern(in vec2 p)
{
vec2 offset = vec2(-0.5);
//generate main peaks/valleys
vec2 aPos = vec2(sin(iTime * 0.005), sin(iTime * 0.01)) * 6.;
vec2 aScale = vec2(3.0);
float a = fbm(p * aScale + aPos);
//1st domain warp
vec2 bPos = vec2(sin(iTime * 0.01), sin(iTime * 0.01)) * 1.;
vec2 bScale = vec2(0.5);
float b = fbm((p + a) * bScale + bPos);
//2nd domain warp, yay now its paint. this one creates a bunch of diagonal countours that it wasn't
//immediately obvious how to remove, but they kind of look like sun shafts so whatever
vec2 cPos = vec2(-0.6, -0.5) + vec2(sin(-iTime * 0.001), sin(iTime * 0.01)) * 2.;
vec2 cScale = vec2(2.); //this scale "zooms" the image
float c = fbm((p + b) * cScale + cPos);
return c;
}
//iq palette
vec3 palette(in float t)
{
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.45, 0.25, 0.14);
vec3 c = vec3(1.0 ,1.0, 1.0);
vec3 d = vec3(0.0, 0.1, 0.2);
return a + b * cos(6.28318 * (c * t + d));
}
#define hue(v) (.5 + cos(6.3 * (v) + vec4(0, 23, 21, 0)))
void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
vec2 p = fragCoord.xy / iResolution.xy;
p.x *= iResolution.x / iResolution.y;
float value = pow(pattern(p), 2.);
vec3 color = hue(value + fbm(p + iTime * .1) + iTime * .5).rgb;
fragColor = vec4(color, 1.0);
}