ISF - Generators - RippleFactory
#ifdef GL_ES
precision highp float;
#endif
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = mod(j,n_);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
#define PI 3.14159265359
float s(float x, float b) {
return sin(x * 2. * PI * b) / b;
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xzy + K.xyz) * 6.0 - K.zww);
return c.z * mix(K.yyy, clamp(p - K.xzy, 0.0, 0.5), c.y);
}
void main( void ) {
vec2 position = ( gl_FragCoord.xy / vec2(RENDERSIZE.x*phase.x, RENDERSIZE.y*phase.y));
float scale = depth;
vec2 midpoint = vec2(freqmod) * scale;
float x = position.x * scale;
float y = position.y * scale;
float r = distance(vec2(x, y), midpoint);
vec2 tmid = vec2(x, y) - midpoint;
float theta = atan(tmid.y, tmid.x);
if (y > midpoint.y) theta = -theta;
float n = 0.0;
float q = 0.0;
x -= midpoint.x;
y -= midpoint.y;
float b = snoise(vec3(x, y, (TIME*rate) / 3.333)) * 0.5 + 0.5;
n = snoise(vec3(pow(b+1.0, r)*scale, x*2.0, (TIME*rate) / 2.718281828459));
q = snoise(vec3(pow(b+1.0, r)*scale, theta, (TIME*rate) / 1.618033988749));
n = sin(n)*0.5+0.5;
n = 0.1 / pow(abs(n), brightness);
vec3 rgb = hsv2rgb(vec3(hueA, saturation, n));
rgb -= hsv2rgb(vec3(hueB, saturation, q));
gl_FragColor.rgba = vec4(rgb, 1.0);
}