Shader code
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
float colormap_red(float x) {
if (x < 0.0) {
return 54.0 / 255.0;
} else if (x < 20049.0 / 82979.0) {
return (829.79 * x + 54.51) / 255.0;
} else {
return 1.0;
}
}
float colormap_green(float x) {
if (x < 20049.0 / 82979.0) {
return 0.0;
} else if (x < 327013.0 / 810990.0) {
return (8546482679670.0 / 10875673217.0 * x - 2064961390770.0 / 10875673217.0) / 255.0;
} else if (x <= 1.0) {
return (103806720.0 / 483977.0 * x + 19607415.0 / 483977.0) / 255.0;
} else {
return 1.0;
}
}
float colormap_blue(float x) {
if (x < 0.0) {
return 54.0 / 255.0;
} else if (x < 7249.0 / 82979.0) {
return (829.79 * x + 54.51) / 255.0;
} else if (x < 20049.0 / 82979.0) {
return 127.0 / 255.0;
} else if (x < 327013.0 / 810990.0) {
return (792.02249341361393720147485376583 * x - 64.364790735602331034989206222672) / 255.0;
} else {
return 1.0;
}
}
vec4 colormap(float x) {
return vec4(colormap_red(x), colormap_green(x), colormap_blue(x), 1.0);
}
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(vec2 p){
vec2 ip = floor(p);
vec2 u = fract(p);
u = u*u*(3.0-2.0*u);
float res = mix(
mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x),
mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y);
return res*res;
}
const mat2 mtx = mat2( 0.80, 0.60, -0.60, 0.80 );
float fbm( vec2 p )
{
float f = 0.0;
f += 0.500000*noise( p + time ); p = mtx*p*2.02;
f += 0.031250*noise( p ); p = mtx*p*2.01;
f += 0.250000*noise( p ); p = mtx*p*2.03;
f += 0.125000*noise( p ); p = mtx*p*2.01;
f += 0.062500*noise( p ); p = mtx*p*2.04;
f += 0.015625*noise( p + sin(time) );
return f/0.96875;
}
float pattern( in vec2 p )
{
return fbm( p + fbm( p + fbm( p ) ) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/resolution.x;
float shade = pattern(uv);
fragColor = vec4(colormap(shade).rgb, shade);
}
void main(void)
{
mainImage(gl_FragColor, gl_FragCoord.xy);
}