ffcreator
Version:
FFCreator is a lightweight and flexible short video production library
121 lines (97 loc) • 3.31 kB
JavaScript
'use strict';
/**
* WaterWave - Water ripples post processing
*
* @object
*/
module.exports = {
name: 'WaterWave',
paramsTypes: {},
defaultParams: {},
glsl: `
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r){
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}
vec3 curlNoise( vec3 p ){
const float e = 0.1;
float n1 = snoise(vec3(p.x, p.y + e, p.z));
float n2 = snoise(vec3(p.x, p.y - e, p.z));
float n3 = snoise(vec3(p.x, p.y, p.z + e));
float n4 = snoise(vec3(p.x, p.y, p.z - e));
float n5 = snoise(vec3(p.x + e, p.y, p.z));
float n6 = snoise(vec3(p.x - e, p.y, p.z));
float x = n2 - n1 - n4 + n3;
float y = n4 - n3 - n6 + n5;
float z = n6 - n5 - n2 + n1;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( vec3( x , y , z ) * divisor );
}
vec4 transition (vec2 uv) {
float iTime = progress * PIS/2.0;
float f = sin(iTime) ;
vec3 curl = curlNoise(vec3(uv,1.) *5. + iTime) / 1.;
vec4 t0 = getFromColor(vec2(uv.x,uv.y + f * (curl.x) ) );
vec4 t1 = getToColor(vec2(uv.x,uv.y + (1.-f) * (curl.x) ));
uv.x += curl.x;
return mix(t0,t1,f);
}
`,
author: 'https://www.shadertoy.com/view/tdj3W3',
};