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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;
-
- vec3 noise2d(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 noise3d(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 perlin2d(vec2 p)
- {
- vec2 a = floor(p);
- vec2 d = p - a;
- d = d * d * (3.0 - 2.0 * d);
-
- vec3 n1 = noise2d(a);
- vec3 n2 = noise2d(a + vec2(1.0, 0.0));
- vec3 n3 = noise2d(a + vec2(0.0, 1.0));
- vec3 n4 = noise2d(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 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);
-
- vec3 o1 = noise3d(a);
- vec3 o2 = noise3d(a + vec3(1.0, 0.0, 0.0));
- vec3 o3 = noise3d(a + vec3(0.0, 1.0, 0.0));
- vec3 o4 = noise3d(a + vec3(1.0, 1.0, 0.0));
- vec3 o5 = noise3d(a + vec3(0.0, 0.0, 1.0));
- vec3 o6 = noise3d(a + vec3(1.0, 0.0, 1.0));
- vec3 o7 = noise3d(a + vec3(0.0, 1.0, 1.0));
- vec3 o8 = noise3d(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)
- {
- vec2 xy = gl_FragCoord.xy * 2.0;
- xy.y -= u_Time * 400.0;
- float z = u_Time * 2.0;
-
- vec3 p = perlin3d(vec3(xy / 160.0, z)) / 2.0
- + perlin3d(vec3(xy / 80.0, z + 1.5)) / 4.0
- + perlin3d(vec3(xy / 40.0, z + 0.3)) / 8.0
- + perlin3d(vec3(xy / 20.0, z + 3.3)) / 16.0
- + perlin3d(vec3(xy / 10.0, z + 2.0)) / 32.0
- + perlin3d(vec3(xy / 5.0, z + 1.7)) / 64.0
- + perlin3d(vec3(xy / 2.5, z + 4.2)) / 128.0;
-
- /* Scroll by adding [-.5,.5] */
- p -= gl_FragCoord.y / 720.0 - 0.5;
- p = max(p, 0.0);
- p = min(p, 1.0);
-
- p = p * p * (3.0 - 2.0 * p);
- p = p * p * (3.0 - 2.0 * p);
- gl_FragColor = vec4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 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 noise2d(float2 p)
- {
- return float3(frac(sin(dot(p, float2(12.3453, -54.3353432))) * 8433.235443),
- frac(sin(dot(p, float2(34.23232, 98.03537))) * 8294.5345433),
- frac(sin(dot(p, float2(82.91234, -19.243533))) * 2912.454369));
- }
-
- float3 noise3d(float3 p)
- {
- return float3(frac(sin(54.343909 + dot(p, float3(12.3453, -54.3353432, 34.3490432))) * 8433.235443),
- frac(sin(93.329945 - dot(p, float3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433),
- frac(sin(32.039284 + dot(p, float3(82.91234, -19.243533, 22.3294090))) * 2912.454369));
- }
-
- float3 perlin2d(float2 p)
- {
- float2 a = floor(p);
- float2 d = p - a;
- d = d * d * (3.0 - 2.0 * d);
-
- float3 n1 = noise2d(a);
- float3 n2 = noise2d(a + float2(1.0, 0.0));
- float3 n3 = noise2d(a + float2(0.0, 1.0));
- float3 n4 = noise2d(a + float2(1.0, 1.0));
-
- float3 q1 = n2 * d.x + n1 * (1.0 - d.x);
- float3 q2 = n4 * d.x + n3 * (1.0 - d.x);
-
- float3 q3 = q2 * d.y + q1 * (1.0 - d.y);
-
- return q3;
- }
-
- float3 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);
-
- float3 o1 = noise3d(a);
- float3 o2 = noise3d(a + float3(1.0, 0.0, 0.0));
- float3 o3 = noise3d(a + float3(0.0, 1.0, 0.0));
- float3 o4 = noise3d(a + float3(1.0, 1.0, 0.0));
- float3 o5 = noise3d(a + float3(0.0, 0.0, 1.0));
- float3 o6 = noise3d(a + float3(1.0, 0.0, 1.0));
- float3 o7 = noise3d(a + float3(0.0, 1.0, 1.0));
- float3 o8 = noise3d(a + float3(1.0, 1.0, 1.0));
-
- float3 n1 = o2 * d.x + o1 * (1.0 - d.x);
- float3 n2 = o4 * d.x + o3 * (1.0 - d.x);
- float3 n3 = o6 * d.x + o5 * (1.0 - d.x);
- float3 n4 = o8 * d.x + o7 * (1.0 - d.x);
-
- float3 q1 = n2 * d.y + n1 * (1.0 - d.y);
- float3 q2 = n4 * d.y + n3 * (1.0 - d.y);
-
- float3 q3 = q2 * d.z + q1 * (1.0 - d.z);
-
- return q3;
- }
-
- 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;
-
- float3 p = perlin3d(float3(xy / 160.0, z)) / 2.0
- + perlin3d(float3(xy / 80.0, z + 1.5)) / 4.0
- + perlin3d(float3(xy / 40.0, z + 0.3)) / 8.0
- + perlin3d(float3(xy / 20.0, z + 3.3)) / 16.0
- + perlin3d(float3(xy / 10.0, z + 2.0)) / 32.0
- + perlin3d(float3(xy / 5.0, z + 1.7)) / 64.0
- + perlin3d(float3(xy / 2.5, z + 4.2)) / 128.0;
-
- /* Scroll by adding [-.5,.5] */
- p -= pass_Position.y / 1440.0;
- p = max(p, 0.0);
- p = min(p, 1.0);
-
- p = p * p * (3.0 - 2.0 * p);
- p = p * p * (3.0 - 2.0 * p);
- out_FragColor = float4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0);
- }
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