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