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- //
- // Simple passthrough fragment shader
- //
- varying vec2 v_vTexcoord;
- varying vec4 v_vColour;
- uniform float iTime;
- varying vec2 v_vPosition_R;
- /* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */
- vec3 random3(vec3 c) {
- float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
- vec3 r;
- r.z = fract(512.0*j);
- j *= .125;
- r.x = fract(512.0*j);
- j *= .125;
- r.y = fract(512.0*j);
- return r-0.5;
- }
- /* skew constants for 3d simplex functions */
- const float F3 = 0.3333333;
- const float G3 = 0.1666667;
- /* 3d simplex noise */
- float simplex3d(vec3 p) {
- /* 1. find current tetrahedron T and it's four vertices */
- /* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
- /* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
- /* calculate s and x */
- vec3 s = floor(p + dot(p, vec3(F3)));
- vec3 x = p - s + dot(s, vec3(G3));
- /* calculate i1 and i2 */
- vec3 e = step(vec3(0.0), x - x.yzx);
- vec3 i1 = e*(1.0 - e.zxy);
- vec3 i2 = 1.0 - e.zxy*(1.0 - e);
- /* x1, x2, x3 */
- vec3 x1 = x - i1 + G3;
- vec3 x2 = x - i2 + 2.0*G3;
- vec3 x3 = x - 1.0 + 3.0*G3;
- /* 2. find four surflets and store them in d */
- vec4 w, d;
- /* calculate surflet weights */
- w.x = dot(x, x);
- w.y = dot(x1, x1);
- w.z = dot(x2, x2);
- w.w = dot(x3, x3);
- /* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
- w = max(0.6 - w, 0.0);
- /* calculate surflet components */
- d.x = dot(random3(s), x);
- d.y = dot(random3(s + i1), x1);
- d.z = dot(random3(s + i2), x2);
- d.w = dot(random3(s + 1.0), x3);
- /* multiply d by w^4 */
- w *= w;
- w *= w;
- d *= w;
- /* 3. return the sum of the four surflets */
- return dot(d, vec4(52.0));
- }
- /* const matrices for 3d rotation */
- const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
- const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
- const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
- /* directional artifacts can be reduced by rotating each octave */
- float simplex3d_fractal(vec3 m) {
- return 0.5333333*simplex3d(m*rot1)
- +0.2666667*simplex3d(2.0*m*rot2)
- +0.1333333*simplex3d(4.0*m*rot3)
- +0.0666667*simplex3d(8.0*m);
- }
- void main()
- {
- vec2 p = v_vPosition_R.xy;
- vec3 p3 = vec3(p, iTime*0.025);
- float value;
- value = simplex3d_fractal(p3*16.0+32.0);
- value = 0.5 + 1.0*value;
- vec4 originalColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord);
- if(originalColor.a != 0.0)
- {
- if (value > 0.2 && value <= 0.3)
- {
- gl_FragColor = vec4(0, 255, 255, 0.05);
- }
- if (value > 0.88 && value < 0.92)
- {
- gl_FragColor = vec4(128, 219, 165, 0.8);
- }
- if (value >= 0.92)
- {
- gl_FragColor = vec4(255, 255, 255, 1);
- }
- return;
- }
- }
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