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assets/p5/shader.frag

Lines changed: 51 additions & 52 deletions
Original file line numberDiff line numberDiff line change
@@ -33,74 +33,74 @@ float noise (in vec2 _st) {
3333
(d - b) * u.x * u.y;
3434
}
3535

36-
// float snoise(vec3 v){
37-
// const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
38-
// const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
36+
float snoise(vec3 v){
37+
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
38+
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
3939

4040
// First corner
41-
// vec3 i = floor(v + dot(v, C.yyy) );
42-
// vec3 x0 = v - i + dot(i, C.xxx) ;
41+
vec3 i = floor(v + dot(v, C.yyy) );
42+
vec3 x0 = v - i + dot(i, C.xxx) ;
4343

4444
// Other corners
45-
// vec3 g = step(x0.yzx, x0.xyz);
46-
// vec3 l = 1.0 - g;
47-
// vec3 i1 = min( g.xyz, l.zxy );
48-
// vec3 i2 = max( g.xyz, l.zxy );
45+
vec3 g = step(x0.yzx, x0.xyz);
46+
vec3 l = 1.0 - g;
47+
vec3 i1 = min( g.xyz, l.zxy );
48+
vec3 i2 = max( g.xyz, l.zxy );
4949

50-
// x0 = x0 - 0. + 0.0 * C
51-
// vec3 x1 = x0 - i1 + 1.0 * C.xxx;
52-
// vec3 x2 = x0 - i2 + 2.0 * C.xxx;
53-
// vec3 x3 = x0 - 1. + 3.0 * C.xxx;
50+
x0 = x0 - 0. + 0.0 * C
51+
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
52+
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
53+
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
5454

5555
// Permutations
56-
// i = mod(i, 289.0 );
57-
// vec4 p = permute( permute( permute(
58-
// i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
59-
// + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
60-
// + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
56+
i = mod(i, 289.0 );
57+
vec4 p = permute( permute( permute(
58+
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
59+
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
60+
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
6161

6262
// Gradients
6363
// ( N*N points uniformly over a square, mapped onto an octahedron.)
64-
// float n_ = 1.0/7.0; // N=7
65-
// vec3 ns = n_ * D.wyz - D.xzx;
64+
float n_ = 1.0/7.0; // N=7
65+
vec3 ns = n_ * D.wyz - D.xzx;
6666

67-
// vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
67+
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
6868

69-
// vec4 x_ = floor(j * ns.z);
70-
// vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
69+
vec4 x_ = floor(j * ns.z);
70+
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
7171

72-
// vec4 x = x_ *ns.x + ns.yyyy;
73-
// vec4 y = y_ *ns.x + ns.yyyy;
74-
// vec4 h = 1.0 - abs(x) - abs(y);
72+
vec4 x = x_ *ns.x + ns.yyyy;
73+
vec4 y = y_ *ns.x + ns.yyyy;
74+
vec4 h = 1.0 - abs(x) - abs(y);
7575

76-
// vec4 b0 = vec4( x.xy, y.xy );
77-
// vec4 b1 = vec4( x.zw, y.zw );
76+
vec4 b0 = vec4( x.xy, y.xy );
77+
vec4 b1 = vec4( x.zw, y.zw );
7878

79-
// vec4 s0 = floor(b0)*2.0 + 1.0;
80-
// vec4 s1 = floor(b1)*2.0 + 1.0;
81-
// vec4 sh = -step(h, vec4(0.0));
79+
vec4 s0 = floor(b0)*2.0 + 1.0;
80+
vec4 s1 = floor(b1)*2.0 + 1.0;
81+
vec4 sh = -step(h, vec4(0.0));
8282

83-
// vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
84-
// vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
83+
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
84+
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
8585

86-
// vec3 p0 = vec3(a0.xy,h.x);
87-
// vec3 p1 = vec3(a0.zw,h.y);
88-
// vec3 p2 = vec3(a1.xy,h.z);
89-
// vec3 p3 = vec3(a1.zw,h.w);
86+
vec3 p0 = vec3(a0.xy,h.x);
87+
vec3 p1 = vec3(a0.zw,h.y);
88+
vec3 p2 = vec3(a1.xy,h.z);
89+
vec3 p3 = vec3(a1.zw,h.w);
9090

9191
//Normalise gradients
92-
// vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
93-
// p0 *= norm.x;
94-
// p1 *= norm.y;
95-
// p2 *= norm.z;
96-
// p3 *= norm.w;
92+
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
93+
p0 *= norm.x;
94+
p1 *= norm.y;
95+
p2 *= norm.z;
96+
p3 *= norm.w;
9797

9898
// Mix final noise value
99-
// vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
100-
// m = m * m;
101-
// return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
102-
// dot(p2,x2), dot(p3,x3) ) );
103-
// }
99+
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
100+
m = m * m;
101+
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
102+
dot(p2,x2), dot(p3,x3) ) );
103+
}
104104

105105
// float fractalBrownianMotion ( in vec3 _st) {
106106
// float v = 0.0;
@@ -156,10 +156,10 @@ void main()
156156

157157
// Time varying pixel color
158158
vec3 color = vec3(0.25);
159-
// vec3 p = vec3(st*2.0, iTime*0.1);
160-
// vec3 q;
161-
// vec3 r;
162-
//color = vec3(snoise(p));
159+
vec3 p = vec3(st*2.0, iTime*0.1);
160+
vec3 q;
161+
vec3 r;
162+
color = vec3(snoise(p));
163163
//color = vec3(pattern( p, q, r ) + 0.3);
164164
// float f = pattern( p, q, r );
165165
// float percent = clamp(f*f*4.0, 0.0, 1.0);
@@ -170,7 +170,6 @@ void main()
170170
// color = mix(color, darkRust, percent);
171171

172172
// Output to screen
173-
// gl_FragColor = vec4(color,1.0);
174173
gl_FragColor = vec4(color,1.0);
175174
// vec2 uv = gl_FragCoord.xy / u_resolution.xy;
176175
// gl_FragColor = vec4(uv.x, 0.0, uv.y, 1.0);

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