Back to shaders
Shader test bench
Fragment
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
precision mediump float;
varying vec2 v_texcoord;
uniform float u_time;
uniform float uFrequency;
uniform float uAmplitude;
float random(vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}
// Classic Perlin 2D Noise
// by Stefan Gustavson
//
vec2 fade(vec2 t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
vec4 permute(vec4 x) {
return mod(((x * 34.0) + 1.0) * x, 289.0);
}
float cnoise(vec2 P) {
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 = mod(Pi, 289.0); // To avoid truncation effects in permutation
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024...
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 = 1.79284291400159 - 0.85373472095314 * 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;
}
void main() {
vec3 blackColor = vec3(0.0);
vec3 uvColor = vec3(v_texcoord, 1.0);
// Improved Noise Pattern
float timeVariation = sin(u_time * 0.2);
float strength = smoothstep(0.5, 1.0, sin(cnoise(v_texcoord * uFrequency + timeVariation) * uAmplitude));
vec3 mixedColor = mix(blackColor, uvColor, strength);
gl_FragColor = vec4(mixedColor, 1.0);
}