-- GLSL.Vert -- #version 120 attribute vec2 in_Position; void main(void) { gl_Position = vec4(in_Position, 0.0, 1.0); } -- GLSL.Frag -- #version 120 uniform float u_Time; vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 perm(vec3 x) { return mod289(((x * 34.0) + 1.0) * x); } vec4 noise3d(vec3 p1, vec3 p2, vec3 p3, vec3 p4) { p1 = perm(perm(perm(p1) + p1.zxy) + p1.yzx); p2 = perm(perm(perm(p2) + p2.zxy) + p2.yzx); p3 = perm(perm(perm(p3) + p3.zxy) + p3.yzx); p4 = perm(perm(perm(p4) + p4.zxy) + p4.yzx); return fract(vec4(p1.x, p2.x, p3.x, p4.x) / 41.0); } float perlin3d(vec3 p) { mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); p = r * p; vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 o1 = noise3d(a, a + vec3(0.0, 1.0, 0.0), a + vec3(0.0, 0.0, 1.0), a + vec3(0.0, 1.0, 1.0)); vec4 o2 = noise3d(a + vec3(1.0, 0.0, 0.0), a + vec3(1.0, 1.0, 0.0), a + vec3(1.0, 0.0, 1.0), a + vec3(1.0, 1.0, 1.0)); vec4 o3 = o2 * d.x + o1 * (1.0 - d.x); vec2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); return o4.y * d.z + o4.x * (1.0 - d.z); } void main(void) { vec2 xy = gl_FragCoord.xy * 2.0; xy.y -= u_Time * 400.0; float z = u_Time * 2.0; float p = perlin3d(vec3(xy / 80.0, z + 1.5)) / 2.0 + perlin3d(vec3(xy / 40.0, z + 0.3)) / 4.0 + perlin3d(vec3(xy / 20.0, z + 3.3)) / 8.0 + perlin3d(vec3(xy / 10.0, z + 2.0)) / 16.0; /* Scroll by adding [-.5,.5] */ p -= gl_FragCoord.y / 720.0 - 0.5; p = max(p, 0.0); p = min(p, 1.0); float q = p * p * (3.0 - 2.0 * p); float r = q * q * (3.0 - 2.0 * q); gl_FragColor = vec4(min(q * 2.0, 1.0), max(r * 1.5 - 0.5, 0.0), max(q * 8.0 - 7.3, 0.0), 1.0); } -- HLSL.Vert -- void main(float2 in_Position : POSITION, uniform float2 u_WinSize, out float4 out_Position : POSITION, out float2 pass_Position : TEXCOORD0) { //pass_Position = in_Position * u_WinSize; pass_Position = in_Position * float2(1280.0, 720.0); out_Position = float4(in_Position, 0.0, 1.0); } -- HLSL.Frag -- float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 perm(float3 x) { return mod289(((x * 34.0) + 1.0) * x); } float4 noise3d(float3 p1, float3 p2, float3 p3, float3 p4) { p1 = perm(perm(perm(p1) + p1.zxy) + p1.yzx); p2 = perm(perm(perm(p2) + p2.zxy) + p2.yzx); p3 = perm(perm(perm(p3) + p3.zxy) + p3.yzx); p4 = perm(perm(perm(p4) + p4.zxy) + p4.yzx); return frac(float4(p1.x, p2.x, p3.x, p4.x) / 41.0); } float perlin3d(float3 p) { float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); p = mul(r, p); float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 o1 = noise3d(a, a + float3(0.0, 1.0, 0.0), a + float3(0.0, 0.0, 1.0), a + float3(0.0, 1.0, 1.0)); float4 o2 = noise3d(a + float3(1.0, 0.0, 0.0), a + float3(1.0, 1.0, 0.0), a + float3(1.0, 0.0, 1.0), a + float3(1.0, 1.0, 1.0)); float4 o3 = o2 * d.x + o1 * (1.0 - d.x); float2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); return o4.y * d.z + o4.x * (1.0 - d.z); } void main(in float2 pass_Position : TEXCOORD0, uniform float u_Time, out float4 out_FragColor : COLOR) { float2 xy = pass_Position; xy.y -= u_Time * 400.0; float z = u_Time * 2.0; float p = perlin3d(float3(xy / 80.0, z + 1.5)) / 2.0 + perlin3d(float3(xy / 40.0, z + 0.3)) / 4.0 + perlin3d(float3(xy / 20.0, z + 3.3)) / 8.0 + perlin3d(float3(xy / 10.0, z + 2.0)) / 16.0; /* Scroll by adding [-.5,.5] */ p -= pass_Position.y / 1440.0; p = max(p, 0.0); p = min(p, 1.0); float q = p * p * (3.0 - 2.0 * p); float r = q * q * (3.0 - 2.0 * q); out_FragColor = float4(min(q * 2.0, 1.0), max(r * 1.5 - 0.5, 0.0), max(q * 8.0 - 7.3, 0.0), 1.0); }