GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
varying vec2 vUv;
const float PI = 3.1415926;
const float TAU = 6.2831853;
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);
}
vec2 rot2(vec2 p, float t) {
return vec2(cos(t) * p.x - sin(t) * p.y, sin(t) * p.x + cos(t) * p.y);
}
vec3 rotX(vec3 p, float t) {
return vec3(p.x, rot2(p.yz, t));
}
vec3 rotY(vec3 p, float t) {
return vec3(p.y, rot2(p.zx, t)).zxy;
}
vec3 rotZ(vec3 p, float t) {
return vec3(rot2(p.xy, t), p.z);
}
vec3 euler(vec3 p, vec3 t){
return rotZ(rotY(rotX(p, t.x), t.y), t.z);
}
//start pnoise
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); //0.92387953 = cos(pi/8)
float v = 0.38268343 * (ind < 4u ? p.y : p.x); //0.38268343 = sin(pi/8)
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 gtable3(vec3 lattice, vec3 p){
uvec3 n = floatBitsToUint(lattice);
uint ind = uhash33(n).x >> 28;
float u = ind < 8u ? p.x : p.y;
float v = ind < 4u ? p.y : ind == 12u || ind == 14u ? p.x : p.z;
return ((ind & 1u) == 0u? u: -u) + ((ind & 2u) == 0u? v : -v);
}
float pnoise31(vec3 p){
vec3 n = floor(p);
vec3 f = fract(p);
float[8] v;
for (int k = 0; k < 2; k++ ){
for (int j = 0; j < 2; j++ ){
for (int i = 0; i < 2; i++){
v[i+2*j+4*k] = gtable3(n + vec3(i, j, k), f - vec3(i, j, k)) * 0.70710678;
}
}
}
f = f * f * f * (10.0 - 15.0 * f + 6.0 * f * f);
float[2] w;
for (int i = 0; i < 2; i++){
w[i] = mix(mix(v[4*i], v[4*i+1], f[0]), mix(v[4*i+2], v[4*i+3], f[0]), f[1]);
}
return 0.5 * mix(w[0], w[1], f[2]) + 0.5;
}
//end pnoise
float sphereSDF(vec3 p) {
return length(p) - 1.0;
}
float sceneSDF(vec3 p) {
return sphereSDF(p);
}
vec3 gradSDF(vec3 p) {
float eps = 0.001;
return normalize(vec3(
sceneSDF(p + vec3(eps, 0.0, 0.0)) - sceneSDF(p - vec3(eps, 0.0, 0.0)),
sceneSDF(p + vec3(0.0, eps, 0.0)) - sceneSDF(p - vec3(0.0, eps, 0.0)),
sceneSDF(p + vec3(0.0, 0.0, eps)) - sceneSDF(p - vec3(0.0, 0.0, eps))
));
}
void main() {
vec2 pos = (2.0 * gl_FragCoord.xy - u_resolution.xy) / min(u_resolution.x, u_resolution.y);
float t = u_time * 0.3;
vec3 cPos = rotY(vec3(0.0, 0.0, 2.0), t);
vec3 cDir = rotY(vec3(0.0, 0.0, -1.0), t);
vec3 cUp = rotY(vec3(0.0, 1.0, 0.0), t);
vec3 cSide = cross(cDir, cUp);
float targetDepth = 1.0;
vec3 lDir = rotY(vec3(1.0), t);
vec3 ray = cSide * pos.x + cUp * pos.y + cDir * targetDepth;
vec3 rPos = ray + cPos;
ray = normalize(ray);
gl_FragColor.rgb = vec3(0.0);
for (int i = 0; i < 50; i++) {
if (sceneSDF(rPos) > 0.001) {
rPos += sceneSDF(rPos) * ray;
} else {
float amb = 0.1;
float diff = 0.9 * max(dot(normalize(lDir), gradSDF(rPos)), 0.0);
float text = pnoise31(10.0 * rPos);
gl_FragColor.rgb = (diff + amb) * vec3(text);
break;
}
}
gl_FragColor.a = 1.0;
}