// Author: TapiocaFox // Title: Default attribute vec3 position; void main() { gl_Position = vec4(position, 1.); }
// Author: TapiocaFox // Title: Fiber #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265358979 #define gap 0.1 #define half_stroke_size 0.0075 #define deg_r 0.4125 #define size_unit 1200.*1. #define time_ratio_distort 0.25 #define time_ratio_noise 0.25 #define time_delay .5 #define time_fade_in .5 // #define opacity 0.25 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; 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)+10.0)*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); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners 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 ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations 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 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // 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 = vec4(lessThan(b0,0.0))*2.0 - 1.0; // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; 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); // Normalise gradients 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; // Mix final noise value vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } float calc_bg(vec2 st) { vec2 mod_st = mod(st, gap); vec2 pct_st = smoothstep(gap-half_stroke_size, gap, mod_st) + smoothstep(-half_stroke_size, 0., -mod_st); return max(pct_st.x, pct_st.y); } void main() { vec2 st = gl_FragCoord.xy/size_unit*2.-1.; mat2 rot; rot[0] = vec2(cos(deg_r), -sin(deg_r)); rot[1] = vec2(sin(deg_r), cos(deg_r)); st = st*rot; float pct_noise = .795*snoise(vec3(.25*st-vec2(.05*u_time, .025*u_time), time_ratio_noise*u_time))+.33; st.x -= sin(3.*st.x-PI*time_ratio_distort*u_time); st.x -= sin(3.*st.y-PI*time_ratio_distort*u_time); st.y -= sin(3.*st.y+PI*time_ratio_distort*u_time); st.y -= sin(3.*st.x+PI*time_ratio_distort*u_time); vec4 color = vec4(0., 0., 0., .0375); // color = vec4(0.298, 0.318, 0.427, .35); // color = vec4(0., 0., 0., .5); // color = vec3(abs(.25*sin(st.x+.95*PI*u_time)+.75),abs(.25*sin(st.y+.75*PI*u_time)+.75),abs(.25*sin(.5*PI*u_time)+.75)); float pct = calc_bg(st); color = mix(vec4(0., 0., 0., 0.), color, pct); color = mix(vec4(0., 0., 0., 0.), color, pct_noise); color = mix(vec4(0., 0., 0., 0.), color, step(time_delay, u_time)*smoothstep(time_delay, time_delay+time_fade_in, u_time)); gl_FragColor = color; // gl_FragColor = vec4(1.,1,.1,.1.); }
Blocky things align with grid are captivating. .
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