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- -- 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);
- }
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