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textureGenShader.frag
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93 lines (67 loc) · 1.89 KB
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uniform float hashNum;
#define OCTAVES 10
float hash (in vec2 st) {
return fract(sin(dot(st.xy,vec2(12.9898,78.233)))*(13758.5453123+hashNum));
}
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +(c - a)* u.y * (1.0 - u.x) +(d - b) * u.x * u.y;
}
float fbm (in vec2 st,float oct) {
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
// Initial values
float value = 0.0;
float amplitude = .5;
float frequency = 0.;
//
// Loop of octaves
for (int i = 0; i < oct; i++) {
value += amplitude * abs(noise(st));
st *= 3.;
amplitude *= .6;
st*=rot;
}
return value;
}
float KalisetTexture(vec3 p,float iter) {
float a=0.;
float pa=0.;
p = abs(vec3(0.85)-mod(p,vec3(0.85*2.)));
for (int i=0; i<iter; i++) {
p=abs(p)/dot(p,p)-0.53; // the magic formula
a+=abs(length(p)-pa); // absolute sum of average change
pa=length(p);
}
a*=a*a;
a=a*0.0015*0.01;
return a;
}
void main()
{
vec2 st = gl_FragCoord.xy/vec2(2048,2048);
vec3 color = vec3(0.0);
vec3 kali=vec3(st,1.0);
float a1=.5;
float a2=.8;
mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1));
mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
kali.xz*=rot1;
kali.xy*=rot2;
kali.z-=hashNum/1000;
color=fbm(st+fbm(st,10),10)*0.5;
color += fbm(st*3.0,10)*0.5-(clamp(KalisetTexture(kali,12),0,0.8)*0.5);
kali.z-=hashNum/1000;
color -=clamp(KalisetTexture(kali,17),0,1)*0.25;
color-=fbm(st*0.1,10);
color-=clamp(KalisetTexture(clamp(KalisetTexture(clamp(KalisetTexture(kali,12),0,1),12),0,1),12),0,1)*0.1;//fractal warp
//st*=7;
//color=fbm(st+fbm(st+fbm(st,5),5),5);
gl_FragColor = vec4(color,1.0);
}