#ifdef GL_ES precision mediump float; #endif // Tweaked from http://glsl.heroku.com/e#6051.0 // Posted by Trisomie21 : 2D noise experiment (pan/zoom) // // failed attempt at faking caustics // uniform mat3 outputToWorld; uniform vec4 color; uniform float time; vec4 textureRND2D(vec2 uv){ uv = floor(uv); float v = uv.x+uv.y*1e3; // Build space-specific corner values vec4 res = fract(1e5*sin(vec4(v*1e-2, (v+1.)*1e-2, (v+1e3)*1e-2, (v+1e3+1.)*1e-2))); // Add 'sawtooth-like' wavefronts evolution return 2.0 * abs(fract(res + vec4(time * .03)) - 0.5); } float noise(vec2 p) { vec4 r = textureRND2D(p); // Noise values at cell corners vec2 f = fract(p); f = f*f*(3.0-2.0*f); // aka the smoothstep() builtin function return (mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y)); } float buildColor(vec2 p) { p += noise(p); // Noising p itself first. This helps // preventing grid-like patterns. float v = 1.0 - abs(pow(abs(noise(p) - 0.5), 0.75)) * 1.7; // Lots of magical constants o_o? return v; } const float SPEED = .15; void main( void ) { vec2 p = (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; float c1 = buildColor(p*.03 + time * SPEED); float c2 = buildColor(p*.03 - time * SPEED); float c3 = buildColor(p*.02 - time * SPEED); float c4 = buildColor(p*.02 + time * SPEED); float cf = pow(c1*c2*c3*c4+0.5,6.); // Yep this is bad. Explicitly // dependent on the 4 above. Better? vec3 c = vec3(cf); gl_FragColor = vec4(c, 0.0) + color; gl_FragColor.rgb *= gl_FragColor.a; // Premultiplication }