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