59 lines
No EOL
1.5 KiB
GLSL
59 lines
No EOL
1.5 KiB
GLSL
/* https://www.shadertoy.com/view/XslcWn */
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// Maximum number of cells a ripple can cross.
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#define MAX_RADIUS 1
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// Set to 1 to hash twice. Slower, but less patterns.
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#define DOUBLE_HASH 0
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// Hash functions shamefully stolen from:
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// https://www.shadertoy.com/view/4djSRW
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#define HASHSCALE1 .1031
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#define HASHSCALE3 vec3(.1031, .1030, .0973)
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float hash12(vec2 p)
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{
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vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.x + p3.y) * p3.z);
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}
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vec2 hash22(vec2 p)
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{
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vec3 p3 = fract(vec3(p.xyx) * HASHSCALE3);
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p3 += dot(p3, p3.yzx+19.19);
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return fract((p3.xx+p3.yz)*p3.zy);
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}
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void SetupMaterial( inout Material mat )
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{
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vec2 resolution = vec2(3.,6.);
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vec2 uv = vTexCoord.st*resolution;
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vec2 p0 = floor(uv);
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float circles = 0.;
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for (int j = -MAX_RADIUS; j <= MAX_RADIUS; ++j)
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{
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for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i)
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{
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vec2 pi = p0 + vec2(i, j);
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#if DOUBLE_HASH
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vec2 h = hash22(pi);
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#else
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vec2 h = pi;
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#endif
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vec2 p = pi + hash22(h);
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float t = fract(0.3*timer + hash12(h));
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float d = length(p - uv) - (float(MAX_RADIUS) + 1.)*t;
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circles += (1. - t) * (1. - t)
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* mix(sin(31.*d) * 0.5 + 0.5, 1., 0.1)
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* smoothstep(-0.6, -0.3, d)
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* smoothstep(0., -0.3, d);
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}
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}
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float intensity = 0.05;
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vec3 n = vec3(dFdx(circles), dFdy(circles), 0.);
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n.z = sqrt(1. - dot(n.xy, n.xy));
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vec3 color = getTexel(uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
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mat.Base = vec4(color, 1.0);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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} |