71 lines
1.4 KiB
GLSL
71 lines
1.4 KiB
GLSL
//Noise animation - Electric
|
|
//by nimitz (stormoid.com) (twitter: @stormoid)
|
|
|
|
//The domain is displaced by two fbm calls one for each axis.
|
|
//Turbulent fbm (aka ridged) is used for better effect.
|
|
|
|
#define time iTime*0.15
|
|
#define tau 6.2831853
|
|
|
|
mat2 makem2(in float theta){float c = cos(theta);float s = sin(theta);return mat2(c,-s,s,c);}
|
|
|
|
//float noise( in vec2 x ){return texture(iChannel0, x*.01).x;}
|
|
float noise(in vec2 x) {
|
|
return fract(sin(dot(x, vec2(12.9898,78.233))) * 43758.5453);
|
|
}
|
|
|
|
|
|
float fbm(in vec2 p)
|
|
{
|
|
float z=2.;
|
|
float rz = 0.;
|
|
vec2 bp = p;
|
|
for (float i= 1.;i < 6.;i++)
|
|
{
|
|
rz+= abs((noise(p)-0.5)*2.)/z;
|
|
z = z*2.;
|
|
p = p*2.;
|
|
}
|
|
return rz;
|
|
}
|
|
|
|
float dualfbm(in vec2 p)
|
|
{
|
|
//get two rotated fbm calls and displace the domain
|
|
vec2 p2 = p*.7;
|
|
vec2 basis = vec2(fbm(p2-time*1.6),fbm(p2+time*1.7));
|
|
basis = (basis-.5)*.2;
|
|
p += basis;
|
|
|
|
//coloring
|
|
return fbm(p*makem2(time*0.2));
|
|
}
|
|
|
|
float circ(vec2 p)
|
|
{
|
|
float r = length(p);
|
|
r = log(sqrt(r));
|
|
return abs(mod(r*4.,tau)-3.14)*3.+.2;
|
|
|
|
}
|
|
|
|
void mainImage( out vec4 fragColor, in vec2 fragCoord )
|
|
{
|
|
//setup system
|
|
vec2 p = fragCoord.xy / iResolution.xy-0.5;
|
|
p.x *= iResolution.x/iResolution.y;
|
|
p*=4.;
|
|
|
|
float rz = dualfbm(p);
|
|
|
|
//rings
|
|
p /= exp(mod(time*10.,3.14159));
|
|
rz *= pow(abs((0.1-circ(p))),.9);
|
|
|
|
//final color
|
|
vec3 col = vec3(.2,0.1,0.4)/rz;
|
|
col=pow(abs(col),vec3(.99));
|
|
fragColor = vec4(col,1.);
|
|
}
|
|
|
|
// https://www.shadertoy.com/view/ldlXRS
|