☰
✎ Simplex Noise
bearbeiten
Bereit
Vertex Shader
Kopieren
attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
Kopieren
precision mediump float; uniform float u_time; uniform vec2 u_resolution; vec3 mod289(vec3 x) { return x - floor(x * (1.0/289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0/289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod289(i); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m; m = m*m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; float n = snoise(uv * 4.0 + u_time * 0.3); vec3 col = vec3(0.5+0.5*sin(n*3.0), 0.5+0.5*cos(n*2.0), 0.5+0.5*sin(n*4.0)); gl_FragColor = vec4(col, 1.0); }
💾 Speichern
⬇ Export JSON
← Zurück
Live-Vorschau
FPS: --
↻ Neu laden
⏸ Pause