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shaders/2D/water/water.glsl

52 lines
1.3 KiB

#iChannel0::WrapMode "Repeat"
#iChannel0 "file://./sand2.jpg"
float N21(vec2 p) {
//return fract( sin(p.x*100.0+p.y*6574.0)*5647.0 );
p = fract(p*vec2(233.32, 851.73));
p += dot(p, p+23.45);
return fract(p.x*p.y);
}
float SmoothNoise(vec2 uv) {
vec2 lv = fract(uv);
vec2 id = floor(uv);
lv = smoothstep(0.0,1.0, lv); // = lv*lv*(3.-2.*lv);
float bl = N21(id);
float br = N21(id+vec2(1.0, 0.0));
float b = mix(bl, br, lv.x);
float tl = N21(id+vec2(0.0,1.0));
float tr = N21(id+vec2(1.0,1.0));
float t = mix(tl, tr, lv.x);
return mix(b,t, lv.y);
}
float SmoothNoise2(vec2 uv, int ocataves) {
float c = 0.0;
float norm = 0.0;
float limit = pow(2.0, float(ocataves));
for(float i=1.0; i<=limit; i*=2.0){
float norm_fract = 1.0/i;
c += SmoothNoise(uv*i)*norm_fract;
norm+= norm_fract;
}
return c/norm;
}
void mainImage ( out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord-0.5*iResolution.xy)/iResolution.y;
uv = uv*4.;
float tmp;
float b = SmoothNoise2(uv+iTime*0.5,2)*0.5+SmoothNoise2(uv-iTime*0.2,2)*0.5;
tmp = smoothstep(0.5, 0.505, b);
b = tmp - smoothstep(0.505, 0.51, b);
fragColor = vec4( texture(iChannel0, uv+ SmoothNoise2(uv+iTime*0.5,2)*0.4 ).xyz+b, 1.0 );
}