#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); } //const uint k = 1103515245U; // //vec3 hash33( uvec3 x ) { // x = ((x >> 8U) ^ x.yzx) * k; // x = ((x >> 8U) ^ x.yzx) * k; // x = ((x >> 8U) ^ x.yzx) * k; // return vec3(x) * (1.0 / float(0xffffffffU)); //} float rand(vec2 v, float seed) { uint hash = xxhash32(uvec2(v * 10000.0 + seed * 10000.0)); return float(hash) * (1.0/float(0xffffffffu)); } float cell_size = 0.01; #define PI 3.1415926538 // whatever that corner contributes float c_dot(vec2 point, vec2 corner) { vec2 c = vec2(ivec2(round(corner * 100.0))); float angle = rand(c, 0.0) * 2.0*PI; vec2 random_corner_vec = vec2(cos(angle), sin(angle)); 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; } void main() { // We'll make origin in the top-left. vec2 uv = gl_FragCoord.xy / WindowSize; uv.y = 1.0 - uv.y; 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); float c_tr_dot = c_dot(uv, c_tr); float c_bl_dot = c_dot(uv, c_bl); float c_br_dot = c_dot(uv, c_br); // 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 u = tile_uv.x; //float v = tile_uv.y; float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u); float out_val = val /2.0 + 0.5; //uvec3 p = uvec3(uint(round(uv.x * 500.0)), uint(round(uv.y * 500.0)), 1); //color = vec4( hash33(p), 1.0 ); //float lel = noise(vec3(uv * 10.0, 1.0)); //float lel = gold_noise(uv, time * 100.0); //float lel = random( uv.x * 100.0 ); float lel = rand(uv, 0.0); color = vec4(lel, lel, lel, 1.0); }