GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 vUv;
uvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);
uvec3 u = uvec3(1, 2, 3);
const uint UINT_MAX = 0xffffffffu;
uint uhash11(uint n){
n ^= (n << u.x);
n ^= (n >> u.x);
n *= k.x;
n ^= (n << u.x);
return n * k.x;
}
uvec2 uhash22(uvec2 n){
n ^= (n.yx << u.xy);
n ^= (n.yx >> u.xy);
n *= k.xy;
n ^= (n.yx << u.xy);
return n * k.xy;
}
uvec3 uhash33(uvec3 n){
n ^= (n.yzx << u);
n ^= (n.yzx >> u);
n *= k;
n ^= (n.yzx << u);
return n * k;
}
float hash11(float p){
uint n = floatBitsToUint(p);
return float(uhash11(n)) / float(UINT_MAX);
}
float hash21(vec2 p){
uvec2 n = floatBitsToUint(p);
return float(uhash22(n).x) / float(UINT_MAX);
}
float hash31(vec3 p){
uvec3 n = floatBitsToUint(p);
return float(uhash33(n).x) / float(UINT_MAX);
}
vec2 hash22(vec2 p){
uvec2 n = floatBitsToUint(p);
return vec2(uhash22(n)) / vec2(UINT_MAX);
}
vec3 hash33(vec3 p){
uvec3 n = floatBitsToUint(p);
return vec3(uhash33(n)) / vec3(UINT_MAX);
}
float gtable2(vec2 lattice, vec2 p) {
uvec2 n = floatBitsToUint(lattice);
uint ind = uhash22(n).x >> 29;
float u = 0.92387953 * (ind < 4u ? p.x : p.y);
float v = 0.38268343 * (ind < 4u ? p.y : p.x);
return ((ind & 1u) == 0u ? u : -u) + ((ind & 2u) == 0u? v : -v);
}
float pnoise21(vec2 p) {
vec2 n = floor(p);
vec2 f = fract(p);
float[4] v;
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
v[i + 2 * j] = gtable2(n +vec2(i, j), f - vec2(i, j));
}
}
f = f * f * f * (10.0 - 15.0 * f + 6.0 * f * f);
return 0.5 * mix(mix(v[0], v[1], f[0]), mix(v[2], v[3], f[0]), f[1]) + 0.5;
}
float fbm21(vec2 p, float g) {
float val = 0.0;
float amp = 1.0;
float freq = 1.0;
for (int i = 0; i < 4; i++) {
val += amp * (pnoise21(freq * p) - 0.5);
amp *= g;
freq *= 2.01;
}
return 0.5 * val + 0.5;
}
void main() {
vec2 pos = gl_FragCoord.xy / min(u_resolution.x, u_resolution.y);
pos = 10.0 * pos + u_time;
vec3 col = vec3(fbm21(pos, 0.5));
gl_FragColor = vec4(col, 1.0);
}