-- 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 in_Time; vec3 noise3(vec2 p) { return vec3(fract(sin(dot(p, vec2(12.3453, -54.3353432))) * 8433.235443), fract(sin(dot(p, vec2(34.23232, 98.03537))) * 8294.5345433), fract(sin(dot(p, vec2(82.91234, -19.243533))) * 2912.454369)); } vec3 noise3(vec3 p) { return vec3(fract(sin(54.343909 + dot(p, vec3(12.3453, -54.3353432, 34.3490432))) * 8433.235443), fract(sin(93.329945 - dot(p, vec3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433), fract(sin(32.039284 + dot(p, vec3(82.91234, -19.243533, 22.3294090))) * 2912.454369)); } vec3 perlin3(vec2 p) { vec2 a = floor(p); vec2 d = p - a; d = d * d * (3.0 - 2.0 * d); vec3 n1 = noise3(a); vec3 n2 = noise3(a + vec2(1.0, 0.0)); vec3 n3 = noise3(a + vec2(0.0, 1.0)); vec3 n4 = noise3(a + vec2(1.0, 1.0)); vec3 q1 = n2 * d.x + n1 * (1.0 - d.x); vec3 q2 = n4 * d.x + n3 * (1.0 - d.x); vec3 q3 = q2 * d.y + q1 * (1.0 - d.y); return q3; } vec3 perlin3(vec3 p) { vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec3 o1 = noise3(a); vec3 o2 = noise3(a + vec3(1.0, 0.0, 0.0)); vec3 o3 = noise3(a + vec3(0.0, 1.0, 0.0)); vec3 o4 = noise3(a + vec3(1.0, 1.0, 0.0)); vec3 o5 = noise3(a + vec3(0.0, 0.0, 1.0)); vec3 o6 = noise3(a + vec3(1.0, 0.0, 1.0)); vec3 o7 = noise3(a + vec3(0.0, 1.0, 1.0)); vec3 o8 = noise3(a + vec3(1.0, 1.0, 1.0)); vec3 n1 = o2 * d.x + o1 * (1.0 - d.x); vec3 n2 = o4 * d.x + o3 * (1.0 - d.x); vec3 n3 = o6 * d.x + o5 * (1.0 - d.x); vec3 n4 = o8 * d.x + o7 * (1.0 - d.x); vec3 q1 = n2 * d.y + n1 * (1.0 - d.y); vec3 q2 = n4 * d.y + n3 * (1.0 - d.y); vec3 q3 = q2 * d.z + q1 * (1.0 - d.z); return q3; } void main(void) { //vec3 input = vec3(gl_FragCoord.xy, in_Time * 200.0); vec3 input = vec3(in_Time * 20.0, gl_FragCoord.xy); vec3 p = perlin3(input / 160.0) / 2.0 + perlin3(input / 80.0) / 4.0 + perlin3(input / 40.0) / 8.0 + perlin3(input / 20.0) / 16.0 + perlin3(input / 10.0) / 32.0 + perlin3(input / 5.0) / 64.0 + perlin3(input / 2.5) / 128.0; gl_FragColor = vec4(p.xxx, 1.0); //inputvec4(perlin3(input), 1.0); //inputvec4(noise3(floor(input / 10.0)).xxx, 1.0); //inputvec4(noise3(input), 1.0); } -- HLSL.Vert -- void main(float2 in_Position : POSITION, out float4 out_Position : POSITION) { out_Position = float4(in_Position, 0.0, 1.0); } -- HLSL.Frag -- void main(out float4 out_FragColor : COLOR) { out_FragColor = float4(0.7, 0.2, 0.5, 1.0); }