Bring over my bag of shit shaders and use one as a placeholder for the build status indicator.
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20 changed files with 708 additions and 9 deletions
52
assets/shaders/brownian_noise.frag
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52
assets/shaders/brownian_noise.frag
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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float noise(in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a) * u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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float fbm(in vec2 st, int octaves) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 0.0;
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for(int i = 0; i < octaves; i++) {
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value += amplitude * noise(st);
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st *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(0.0);
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vec2 p = st * sqrt(u_mouse.x);
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int oct = sqrt(u_mouse.y);
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color += fbm(p, oct);
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gl_FragColor = vec4(color, 1.0);
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}
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