ISF - Generators - wowowowowowow
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m;
m = m*m;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main(){
vec2 uv = isf_FragNormCoord.xy - .5;
float t = TIME * speed * 2.0, x = uv.x * stretch;
vec3 s = vec3(.4,.7,-1.3) * t;
vec3 f = vec3(waveA,waveB,waveC) * t;
vec3 q = vec3(1,1.5,0.5) * x;
vec3 d = vec3( snoise(vec2(q.x+s.x, f.x)), snoise(vec2(q.y+s.y, f.y)), snoise(vec2(q.z+s.z, f.z)));
vec3 w = sin(d)*0.5;
vec3 ww = smoothstep(w - blur, w + blur,vec3(uv.y+level));
ww *= push;
vec3 gradient = vec3(4. * uv.y + .5),
overlay = mix(cover.rgb,gradient,.5),
final = mix(ww,overlay, blend);
gl_FragColor = vec4(final, 1.0);
}