Files
orx/orx-noise/src/shaders/glsl/noise/value.frag
2022-10-20 21:15:32 +02:00

52 lines
1.2 KiB
GLSL

// based on https://www.shadertoy.com/view/4dS3Wd
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(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;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 shift = vec2(100);
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
vec2 x = ((v_texCoord0+seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += noise(x) * _gain;
x = rot * x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}