brownian motion experiments
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4 changed files with 790 additions and 2 deletions
97
www/shaders/fbm.glsl
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97
www/shaders/fbm.glsl
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// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in vec2 _st) {
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return fract(sin(dot(_st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 _st) {
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vec2 i = floor(_st);
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vec2 f = fract(_st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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#define NUM_OCTAVES 100
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// Brightness (0.0 - 1.0)
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#define BRIGHTNESS 0.55
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#define LACUNARITY 2.0
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#define GAIN 0.5
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#define SHIFT 100.0
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// VAR_THETA defines whether to compute
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// sin/cos values at runtime or
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#define VAR_THETA 0
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#define THETA 0.5
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#if (VAR_THETA == 1)
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#endif
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float fbm ( in vec2 _st) {
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float v = 0.0;
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float a = BRIGHTNESS;
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// Rotate to reduce axial bias
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mat2 T = LACUNARITY * mat2(cos(THETA), sin(THETA),
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-sin(THETA), cos(THETA));
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for (int i = 0; i < NUM_OCTAVES; ++i) {
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_st = T * _st + SHIFT;
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v += noise(_st) * a;
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a *= GAIN;
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}
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return v;
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}
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#define SCALE 3.
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy*SCALE;
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// st += st * abs(sin(u_time*0.1)*3.0);
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vec2 q = vec2(
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fbm( st + 0.*u_time),
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fbm( st + vec2(1.0))
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);
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vec2 r = vec2(
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fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time ),
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fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time)
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);
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float f = fbm(st+r);
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vec3 color = mix(vec3(0.101961,0.619608,0.666667),
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vec3(0.666667,0.666667,0.498039),
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clamp((f*f)*4.0,0.0,1.0));
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color = mix(color,
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vec3(0,0,0.164706),
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clamp(length(q),0.0,1.0));
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color = mix(color,
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vec3(0.666667,1,1),
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clamp(length(r.x),0.0,1.0));
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gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.);
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}
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