export const fragmentShader = ` uniform float u_intensity; uniform float u_time; uniform int width; uniform int height; varying vec2 vUv; varying float vDisplacement; //from Hash Functions for GPU Rendering (Jarzynski et al.) //http://www.jcgt.org/published/0009/03/02/ vec3 pcg3d(uvec3 v) { v = v * 1664525u + 1013904223u; v.x += v.y*v.z; v.y += v.z*v.x; v.z += v.x*v.y; v ^= v >> 16u; v.x += v.y*v.z; v.y += v.z*v.x; v.z += v.x*v.y; return vec3(v) * (1.0/float(0xffffffffu)); } // convert texture coordinates to pixel float t2p(float t, int noOfPixels){ return t * float(noOfPixels) - 0.5; } #define M_PI 3.1415926535897932384626433832795 vec2 randomGradient(uvec3 p){ vec3 _uv = pcg3d(p); float r = sqrt(_uv[0]); float phi = 2.0 * M_PI * _uv[1]; return vec2(r* cos(phi), r * sin(phi)); } vec3 gradientNoise(vec2 pos, float gridSize){ vec2 gridPos = pos * gridSize; uvec2 i = uvec2(gridPos); vec2 f = fract(gridPos); vec2 g11 = randomGradient(uvec3(i.x,i.y,1)); vec2 g12 = randomGradient(uvec3(i.x + 1u,i.y,1)); vec2 g21 = randomGradient(uvec3(i.x,i.y + 1u,1)); vec2 g22 = randomGradient(uvec3(i.x + 1u,i.y +1u,1)); float d11 = dot(g11, f); float d12 = dot(g12, f - vec2(1.0, 0.0)); float d21 = dot(g21, f - vec2(0.0, 1.0)); float d22 = dot(g22, f - vec2(1.0, 1.0)); vec3 f11 = pcg3d(uvec3(i.x,i.y,0)) * (d11 + 1.0); vec3 f12 = pcg3d(uvec3(i.x + 1u,i.y,0))* (d12 + 1.0); vec3 f21 = pcg3d(uvec3(i.x,i.y + 1u,0))* (d21 + 1.0); vec3 f22 = pcg3d(uvec3(i.x + 1u,i.y +1u,0))* (d22 + 1.0); f = smoothstep(0.0, 1.0, f); vec3 q1 = mix(f11, f12, vec3(f.x)); vec3 q2 = mix(f21, f22, vec3(f.x)); vec3 p = mix(q1, q2, vec3(f.y)); return p; } void main() { float distort = 2.0 * vDisplacement + u_intensity; vec2 pos = vec2(u_time) /5.0 + vUv; vec3 texColor = gradientNoise(pos, 4.0); texColor.y = 0.0; gl_FragColor = vec4(texColor, 1.0); } `