think this solves stupid

This commit is contained in:
Rakarake 2026-01-03 18:38:22 +01:00
parent fc0bb752f7
commit 502f584fbf
3 changed files with 120 additions and 26 deletions

98
perlin-pink-wave.glsl Normal file
View file

@ -0,0 +1,98 @@
#version 320 es
precision highp float;
precision highp int;
precision lowp sampler2D;
precision lowp samplerCube;
uniform vec2 WindowSize;
uniform float time;
layout(location = 0) out vec4 color;
float lerp(float a, float b, float x) {
return a + x*(b-a);
}
uint xxhash32(uvec2 p) {
const uint PRIME32_2 = 2246822519U, PRIME32_3 = 3266489917U;
const uint PRIME32_4 = 668265263U, PRIME32_5 = 374761393U;
uint h32 = p.y + PRIME32_5 + p.x*PRIME32_3;
h32 = PRIME32_4*((h32 << 17) | (h32 >> (32 - 17)));
h32 = PRIME32_2*(h32^(h32 >> 15));
h32 = PRIME32_3*(h32^(h32 >> 13));
return h32^(h32 >> 16);
}
float rand(vec2 v, vec2 offset) {
uint hash = xxhash32(uvec2(v * 10000.0 + offset * 10000.0));
return float(hash) * (1.0/float(0xffffffffu));
}
float cell_size = 0.04;
#define PI 3.1415926538
// whatever that corner contributes
// vector_offset and angle_offset are optional variation variables
float c_dot(vec2 point, vec2 corner, vec2 vector_offset, float angle_offset) {
vec2 c = vec2(ivec2(round(corner * 100.0)));
float angle = rand(c, vec2(0.0, 0.0)) * 2.0*PI + angle_offset;
vec2 random_corner_vec = vec2(cos(angle), sin(angle)) + vector_offset;
vec2 offset = (point - corner) / cell_size;
float dot_product = dot(random_corner_vec, offset);
// for now just return something
return dot_product;
}
// better than built in smoothstep.
float fade(float t) {
return ((6.0*t - 15.0)*t + 10.0)*t*t*t;
}
float perlin_noise(vec2 uv, vec2 vector_offset, float angle_offset) {
vec2 grid_edge_offset = mod(uv, cell_size);
// c: corner
vec2 c_tl = uv - grid_edge_offset;
vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0);
vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size);
vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size);
float c_tl_dot = c_dot(uv, c_tl, vector_offset, angle_offset);
float c_tr_dot = c_dot(uv, c_tr, vector_offset, angle_offset);
float c_bl_dot = c_dot(uv, c_bl, vector_offset, angle_offset);
float c_br_dot = c_dot(uv, c_br, vector_offset, angle_offset);
// the uv within the tile (0 to 1)
vec2 tile_uv = (uv - c_tl) / cell_size;
// lerp index
float u = fade(tile_uv.x);
float v = fade(tile_uv.y);
float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u);
return val /2.0 + 0.5;
}
float limit(float val, float min, float max) {
float out_val = clamp(val, min, max);
out_val -= min;
out_val *= (1.0 - (max - min)) / (max - min);
return out_val;
}
void main() {
vec2 uv = gl_FragCoord.xy / WindowSize;
// We'll make origin in the top-left.
uv.y = 1.0 - uv.y;
uv.x *= WindowSize.x / WindowSize.y;
uv.y += sin(uv.x * 2.0 + time * 0.2) * 0.47;
uv.y += sin(uv.x * 4.3 + time * 1.34) * 0.09;
uv += 100.0;
//uv.x += time / 20.0;
float out_val = perlin_noise(uv, vec2(0.0, 0.0), time / 1.0);
float min = 0.42 + sin(time)/8.0;
float max = 0.58 + sin(time)/8.0;
//float min = 0.42;
//float max = 0.58;
//out_val = out_val + sin(uv.y + time) / 15.2;
out_val = limit(out_val, min, max);
color = vec4(out_val, 0.4, 0.8, 1.0);
}