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ffcreator

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FFCreator is a lightweight and flexible short video production library

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'use strict'; /** * WaterWave - Water ripples post processing * * @object */ module.exports = { name: 'WaterWave', paramsTypes: {}, defaultParams: {}, glsl: ` #define PIS 3.1415926 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', };