-- 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; vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } float noise3d(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 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } void main(void) { vec2 xy = gl_FragCoord.xy * 2.0; xy.y -= u_Time * 400.0; float z = u_Time * 2.0; float p = noise3d(vec3(xy / 80.0, z)) / 2.0 + noise3d(vec3(xy / 40.0, z)) / 4.0 + noise3d(vec3(xy / 20.0, z)) / 8.0 + noise3d(vec3(xy / 10.0, z)) / 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 -- float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm(float4 x) { return mod289(((x * 34.0) + 1.0) * x); } float noise3d(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 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } 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 = noise3d(float3(xy / 80.0, z)) / 2.0 + noise3d(float3(xy / 40.0, z)) / 4.0 + noise3d(float3(xy / 20.0, z)) / 8.0 + noise3d(float3(xy / 10.0, z)) / 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); }