attribute vec2 aVertexPosition; void main(void) { gl_Position = vec4(aVertexPosition, 0.0, 1.0); }
precision mediump float; uniform vec2 iResolution; uniform float iGlobalTime; uniform sampler2D iChannel0; // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // See http://www.iquilezles.org/www/articles/warp/warp.htm for details float noise( in vec2 x ) { vec2 p = floor(x); vec2 f = fract(x); f = f*f*(3.0-2.0*f); float a = texture2D(iChannel0,(p+vec2(0.5,0.5))/256.0,-32.0).x; float b = texture2D(iChannel0,(p+vec2(1.5,0.5))/256.0,-32.0).y; float c = texture2D(iChannel0,(p+vec2(0.5,1.5))/256.0,-32.0).z; float d = texture2D(iChannel0,(p+vec2(1.5,1.5))/256.0,-32.0).x; return mix(mix( a, b,f.x), mix( c, d,f.x),f.y); } const mat2 mtx = mat2( 0.80, 0.60, -0.60, 0.80 ); float fbm4( vec2 p ) { float f = 0.0; f += 0.5000*(-1.0+2.0*noise( p )); p = mtx*p*2.02; f += 0.2500*(-1.0+2.0*noise( p )); p = mtx*p*2.03; f += 0.1250*(-1.0+2.0*noise( p )); p = mtx*p*2.01; f += 0.0625*(-1.0+2.0*noise( p )); return f/0.9375; } float fbm6( vec2 p ) { float f = 0.0; f += 0.500000*noise( p ); p = mtx*p*2.02; f += 0.250000*noise( p ); p = mtx*p*2.03; f += 0.125000*noise( p ); p = mtx*p*2.01; f += 0.062500*noise( p ); p = mtx*p*2.04; f += 0.031250*noise( p ); p = mtx*p*2.01; f += 0.015625*noise( p ); return f/0.96875; } float func( vec2 q, out vec2 o, out vec2 n ) { float ql = length( q ); q.x += 0.05*sin(0.11*iGlobalTime+ql*4.0); q.y += 0.05*sin(0.13*iGlobalTime+ql*4.0); q *= 0.7 + 0.2*cos(0.05*iGlobalTime); q = (q+1.0)*0.5; o.x = 0.5 + 0.5*fbm4( vec2(2.0*q*vec2(1.0,1.0) ) ); o.y = 0.5 + 0.5*fbm4( vec2(2.0*q*vec2(1.0,1.0)+vec2(5.2)) ); float ol = length( o ); o.x += 0.02*sin(0.11*iGlobalTime*ol)/ol; o.y += 0.02*sin(0.13*iGlobalTime*ol)/ol; n.x = fbm6( vec2(4.0*o*vec2(1.0,1.0)+vec2(9.2)) ); n.y = fbm6( vec2(4.0*o*vec2(1.0,1.0)+vec2(5.7)) ); vec2 p = 4.0*q + 4.0*n; float f = 0.5 + 0.5*fbm4( p ); f = mix( f, f*f*f*3.5, f*abs(n.x) ); float g = 0.5+0.5*sin(4.0*p.x)*sin(4.0*p.y); f *= 1.0-0.5*pow( g, 8.0 ); return f; } float funcs( in vec2 q ) { vec2 t1, t2; return func(q,t1,t2); } void main() { vec2 p = gl_FragCoord.xy / iResolution.xy; vec2 q = (-iResolution.xy + 2.0*gl_FragCoord.xy) /iResolution.y; vec2 o, n; float f = func(q, o, n); vec3 col = vec3(0.0); // col = mix( vec3(0.2,0.1,0.4), vec3(0.3,0.05,0.05), f); col = mix( vec3( 0.19607843137254902, 0.3686274509803922, 0.5568627450980392 ), vec3( 0.5058823529411764, 0.6588235294117647, 0.6666666666666666 ), f); col = mix( col, vec3( 0.9529411764705882, 0.7254901960784313, 0.12156862745098039 ), dot(n,n) ); col = mix( col, vec3( 0.12941176470588237, 0.13725490196078433, 0.1803921568627451 ), 0.5*o.y*o.y ); col = mix( col, vec3(0.0,0.2,0.4), 0.5*smoothstep(1.2,1.3,abs(n.y)+abs(n.x)) ); col *= f*.85; #if 1 vec2 ex = vec2( 1.0 / iResolution.x, 0.0 ); vec2 ey = vec2( 0.0, 1.0 / iResolution.y ); vec3 nor = normalize( vec3( funcs(q+ex) - f, ex.x, funcs(q+ey) - f ) ); #else vec3 nor = normalize( vec3( dFdx(f)*iResolution.x, 1.0, dFdy(f)*iResolution.y ) ); #endif vec3 lig = normalize( vec3( 0.9, -0.2, -0.4 ) ); float dif = clamp( 0.3+0.7*dot( nor, lig ), 0.0, 1.0 ); vec3 bdrf; bdrf = vec3(0.85,0.90,0.95)*(nor.y*0.5+0.5); bdrf += vec3(0.15,0.10,0.05)*dif; bdrf = vec3(0.85,0.90,0.95)*(nor.y*0.5+0.5); bdrf += vec3(0.15,0.10,0.05)*dif; col *= .25+bdrf; //col = vec3(1.0)-col; // col = col*col; //col *= vec3(1.2,1.25,1.2); col *= ( 0.5 + 0.5 * sqrt(16.0*p.x*p.y*(1.0-p.x)*(1.0-p.y))); gl_FragColor = vec4( col, .1 ); }
"starry night" done using