noise.frag

main 57 lines · 1.4 KB Raw
Alex Alex Commit Client Upload Part 1 19/10/2026 00:04
1uniform sampler2D u_Tex0;
2varying vec2 v_TexCoord;
3uniform float u_Time;
4uniform vec2 u_Resolution;
5const float PI = 3.1415926535897932;
6
7// speed
8const float speed = 0.16;
9const float speed_x = 0.13;
10const float speed_y = 0.12;
11
12// geometry
13const float intensity = 100.;
14const int steps = 3;
15const float frequency = 100.0;
16const int angle = 7; // better when a prime
17
18// reflection and emboss
19const float delta = 1000.;
20const float intence = 10.2;
21const float emboss = 1.;
22
23//---------- crystals effect
24float col(vec2 coord)
25{
26 float delta_theta = 2.0 * PI / float(angle);
27 float col = 0.0;
28 float theta = 0.0;
29 for(int i = 0; i < steps; i++) {
30 vec2 adjc = coord;
31 theta = delta_theta*float(i);
32 adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
33 adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
34 col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
35 }
36 return cos(col);
37}
38
39void main(void)
40{
41 vec2 p = v_TexCoord, c1 = p, c2 = p;
42 float cc1 = col(c1);
43
44 c2.x += u_Resolution.x/delta;
45 float dx = emboss*(cc1-col(c2))/delta;
46
47 c2.x = p.x;
48 c2.y += u_Resolution.y/delta;
49 float dy = emboss*(cc1-col(c2))/delta;
50
51 c1.x += dx;
52 c1.y += dy;
53
54 float alpha = 1.+dot(dx,dy)*intence;
55 gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
56}
57
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