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wggl

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A friendly interface to shaders

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export default ` uniform vec2 scale; uniform float ratio; uniform bool showLines; uniform float seed; const float PI_2 = 6.283185307; const float PI = 3.1415926535897932384626433832795; const float PI_1_2 = 1.57079632679489661923; // // GLSL textureless classic 2D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-08-22 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise // 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; } vec2 fade(vec2 t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } // Classic Perlin noise float cnoise(vec2 P, float s) { vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz + vec4(s); vec4 iy = Pi.yyww + vec4(s); vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; vec4 gy = abs(gx) - 0.5 ; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = fade(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } vec4 rainbow(float s, float numBands, float shiftPct) { float shiftPi = shiftPct * PI_2; float i = s * numBands * PI; return vec4( sin(i + shiftPi) * 0.5 + 0.5, sin(i + PI_1_2 + shiftPi) * 0.5 + 0.5, sin(i + PI + shiftPi) * 0.5 + 0.5, 1.0 ); } void main() { vec2 pxSize = vec2(ratio, ratio); bool showHorizontalLine = mod(floor(gl_FragCoord.y) / ratio, 1.0) < 0.01; bool showVerticalLine = mod(floor(gl_FragCoord.x) / ratio, 1.0) < 0.01; bool linePixel = showLines && (showHorizontalLine || showVerticalLine); if (linePixel) { float n = cnoise(floor(gl_FragCoord.xy / pxSize) * pxSize / scale * 5.0, seed); vec4 r = rainbow(n, 1.0, 0.0); gl_FragColor = vec4(r.x * 0.9, r.y * 0.9, r.z * 0.9, 1.0); } else { float n = cnoise(floor(gl_FragCoord.xy / pxSize) * pxSize / scale * 5.0, seed); gl_FragColor = rainbow(n, 1.0, 0.0); } } `;