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@@ -0,0 +1,101 @@
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+varying vec2 vUv;
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+uniform float uTime;
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+uniform vec3 uColorStart;
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+uniform vec3 uColorEnd;
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+
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+// Classic Perlin 3D Noise
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+// by Stefan Gustavson
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+//
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+vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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+vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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+vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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+
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+float cnoise(vec3 P){
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+ vec3 Pi0 = floor(P); // Integer part for indexing
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+ vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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+ Pi0 = mod(Pi0, 289.0);
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+ Pi1 = mod(Pi1, 289.0);
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+ vec3 Pf0 = fract(P); // Fractional part for interpolation
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+ vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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+ vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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+ vec4 iy = vec4(Pi0.yy, Pi1.yy);
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+ vec4 iz0 = Pi0.zzzz;
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+ vec4 iz1 = Pi1.zzzz;
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+
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+ vec4 ixy = permute(permute(ix) + iy);
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+ vec4 ixy0 = permute(ixy + iz0);
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+ vec4 ixy1 = permute(ixy + iz1);
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+
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+ vec4 gx0 = ixy0 / 7.0;
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+ vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
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+ gx0 = fract(gx0);
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+ vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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+ vec4 sz0 = step(gz0, vec4(0.0));
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+ gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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+ gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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+
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+ vec4 gx1 = ixy1 / 7.0;
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+ vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
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+ gx1 = fract(gx1);
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+ vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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+ vec4 sz1 = step(gz1, vec4(0.0));
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+ gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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+ gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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+
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+ vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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+ vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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+ vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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+ vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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+ vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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+ vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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+ vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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+ vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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+
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+ vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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+ g000 *= norm0.x;
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+ g010 *= norm0.y;
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+ g100 *= norm0.z;
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+ g110 *= norm0.w;
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+ vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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+ g001 *= norm1.x;
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+ g011 *= norm1.y;
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+ g101 *= norm1.z;
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+ g111 *= norm1.w;
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+
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+ float n000 = dot(g000, Pf0);
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+ float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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+ float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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+ float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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+ float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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+ float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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+ float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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+ float n111 = dot(g111, Pf1);
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+
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+ vec3 fade_xyz = fade(Pf0);
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+ vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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+ vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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+ float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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+ return 2.2 * n_xyz;
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+}
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+
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+void main()
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+{
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+ float speed = 0.1;
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+ // Displace the UV coordinates by a noise value
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+ vec2 displacedUv = vUv + cnoise(vec3(vUv* 5.0, uTime * speed));
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+ // Get the color from the texture
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+ float strength = cnoise(vec3(displacedUv * 5.0, uTime * speed * 2.0));
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+
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+ // Outer Glow
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+
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+ float outerGlow = distance(vUv, vec2(0.5)) * 5.0 - 1.4;
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+ strength += outerGlow;
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+
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+ strength += step(- 0.2, strength) * 0.8;
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+
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+ strength = clamp(strength, 0.0, 1.0);
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+
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+ vec3 color = mix(uColorStart, uColorEnd, strength);
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+
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+ gl_FragColor = vec4(color, 1.0);
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+}
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