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MAT200C HW1
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<html> | |
<script type="text/javascript" src="https://rawgit.com/patriciogonzalezvivo/glslCanvas/master/build/GlslCanvas.js"></script> | |
<body> | |
<canvas class="glslCanvas" data-fragment=" | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
float rand(float x){ | |
return fract(sin(x) * 999.); | |
} | |
float stepRandom(float x){ | |
return rand( floor( x ) ); | |
} | |
float smoothStep(float x){ | |
return ((x) * (x) * ((x - 1.) / 0.5 * -1. + 1.)); | |
} | |
float smoothSaw(float x){ | |
return smoothStep( fract( x ) ); | |
} | |
float smoothNoise(float x){ | |
return (((stepRandom( x )) * (smoothSaw( x ))) + ((stepRandom( (x - 1.) )) * (smoothSaw( (x - 1.) ) * -1. + 1.))); | |
} | |
float fractalNoise(float x){ | |
return (smoothNoise( x ) + | |
smoothNoise( x / 0.5 ) * 0.5 + | |
smoothNoise( x / 0.333 ) * 0.333 + | |
smoothNoise( x / 0.25 ) * 0.25 + | |
smoothNoise( x / 0.2 ) * 0.2 + | |
smoothNoise( x / 0.167 ) * 0.167 + | |
smoothNoise( x / 0.143 ) * 0.143) * 0.5; | |
} | |
float F1(float x, float y){ | |
return sin(x*y*x*2.)*sin(x*x*3.)+sqrt(x*x+y*y)+x*x*x-y*y; | |
} | |
float F2(float x, float y){ | |
return sin(x*y*x*2.)+sqrt(x*x+y*y)+x*x-y*y; | |
} | |
float F3(float x, float y){ | |
return sin(x*y*x)*sin(x*x*3.)+sqrt(x*x+y*y)+x*x*x-y*y; | |
} | |
void main() { | |
vec2 st = gl_FragCoord.xy/u_resolution.xy*2.-1.; | |
st.x *= u_resolution.x/u_resolution.y; | |
vec2 n_mouse = u_mouse.xy/u_resolution.xy; | |
float r = fractalNoise(F1(st.x, st.y)*(50.+n_mouse.x*n_mouse.y)*smoothNoise(u_time)); | |
float g = fractalNoise(F2(st.x, st.y)*(40.+n_mouse.x*n_mouse.y)*smoothNoise(u_time))*abs(sin(u_time))/.5; | |
float b = fractalNoise(F3(st.x, st.y)*(30.+n_mouse.x*n_mouse.y)*smoothNoise(u_time))*sin(u_time)/.5; | |
gl_FragColor = vec4(r,g,b,1.0); | |
} | |
" | |
width="1000" height="800"> </canvas> | |
</body> | |
</html> |
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