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Shader test bench

Dune Height Lines

stronghold-curated material glsl runnable fragment MIT
Source
runnable fragment

Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.

Code

precision mediump float;
uniform vec2 resolution;
uniform float time;
float hash(vec2 p){return fract(sin(dot(p,vec2(13.1,117.7)))*43758.5453);} float noise(vec2 p){vec2 i=floor(p),f=fract(p);f=f*f*(3.0-2.0*f);return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),mix(hash(i+vec2(0,1)),hash(i+1.0),f.x),f.y);} 
float fbm(vec2 p){float v=0.0,a=.5;for(int i=0;i<5;i++){v+=a*noise(p);p*=2.;a*=.5;}return v;}
void main(){
 vec2 uv=gl_FragCoord.xy/resolution.xy; uv.x*=resolution.x/resolution.y; float h=fbm(uv*4.0+vec2(time*.015,0)); float ridges=sin((uv.x*2.5+h*1.4)*28.0); float crest=smoothstep(.65,1.0,ridges); vec3 sand=mix(vec3(.45,.28,.11),vec3(.95,.72,.38),h); gl_FragColor=vec4(sand+crest*.16,1.0);
}