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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
void main(){
vec2 coord = gl_FragCoord.xy/u_resolution;
coord.x *= u_resolution.x/u_resolution.y;
vec2 mouse = u_mouse.xy/u_resolution;
mouse.x *= u_resolution.x/u_resolution.y;
const int num = 5;
vec2 cell[num];
cell[0] = vec2(0.2,0.2);
cell[1] = vec2(0.3,0.8);
cell[2] = vec2(0.7,0.1);
cell[3] = vec2(0.9,0.9);
cell[4] = mouse;
float min = 1.;
for (int i=0; i<num ; i++){
float d = distance(cell[i], coord);
if (d<min){
min = d;
}
}
vec3 col = vec3(min);
gl_FragColor = vec4(col, 1.0);
}
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
vec2 random(vec2 st){
float x = fract(sin(dot(st, vec2(75.8,48.6)))*1e5);
float y = fract(cos(dot(st, vec2(28.13,39.49)))*1e5);
return vec2(x, y) *2. -1.;
}
float noise(vec2 st){
vec2 i = floor(st);
vec2 f = fract(st);
f = f*f*f*(f*(f*6.-15.)+10.);
vec2 v1 = i;
vec2 v2 = i + vec2(1., 0.);
vec2 v3 = i + vec2(0., 1.);
vec2 v4 = i + vec2(1., 1.);
vec2 r1 = random(v1);
vec2 r2 = random(v2);
vec2 r3 = random(v3);
vec2 r4 = random(v4);
float d1 = dot(r1, st-v1);
float d2 = dot(r2, st-v2);
float d3 = dot(r3, st-v3);
float d4 = dot(r4, st-v4);
float bot = mix(d1, d2, f.x);
float top = mix(d3, d4, f.x);
float ret = mix(bot, top, f.y);
// float ret = mix( mix( dot(random(i), st-i),
// dot(random(i+vec2(1., 0.)), st-(i+vec2(1., 0.))),
// f.x),
// mix( dot(random(i+vec2(0., 1.)), st-(i+vec2(0., 1.))),
// dot(random(i+vec2(1., 1.)), st-(i+vec2(1., 1.))),
// f.x),
// f.y
// );
return ret;
}
vec2 noiseVec2(vec2 coord){
float time_speed = 0.3;
float time_diff = dot(coord.x, coord.y);
coord += u_time * time_speed + time_diff;
return vec2(noise((coord + vec2(10.550, 71.510))),
noise((coord + vec2(-710.410, 150.650))) );
}
void main(){
vec2 coord = gl_FragCoord.xy/u_resolution;
const float magnification = 4.000;
coord *= magnification;
coord.x *= u_resolution.x/u_resolution.y;
vec2 coord_i = floor(coord);
float min = 1.;
for (float x=-1.; x<2.; x++){
for (float y=-1.; y<2.; y++){
vec2 center = coord_i + vec2(x,y) + vec2(0.5);
vec2 trace = noiseVec2(center);
vec2 cell = center + trace;
float d = distance(coord, cell);
if (d<min){
min = d;
}
}
}
vec3 col = vec3(min);
gl_FragColor = vec4(col, 1.0);
}
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