#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm2Texture;
uniform vec2 resolution;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm2 = texture(prgm2Texture, uv);
fragColor = prgm2;
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D noiseTexture;
uniform vec2 resolution;
uniform float time;
uniform float fft;
out vec4 fragColor;
const float PI = acos(-1.0); // π or acos(-1.0) or 180°
const float TAU = PI * 2.0; // τ = π * 2 or 360°
const mat2 m2 = mat2(0.80, -0.60, 0.60, 0.80);
float gaussian(float z, float u, float o) {
return (
1.0 / (o * sqrt(TAU))
) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o))));
}
vec3 gaussGrain(float t) {
vec2 ps = vec2(1.0) / resolution.xy;
vec2 uv = gl_FragCoord.xy * ps;
float seed = dot(uv, vec2(12.9898, 78.233));
float noise = fract(sin(seed) * 43758.5453 + t);
noise = gaussian(noise, 0.0, 0.5);
return vec3(noise);
}
float noise(vec2 x) {
vec2 p = floor(x);
vec2 f = fract(x);
f = f * f * (3.0 - 2.0 * f);
float a = texture(noiseTexture, (p + vec2(0.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x;
float b = texture(noiseTexture, (p + vec2(1.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x;
float c = texture(noiseTexture, (p + vec2(0.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x;
float d = texture(noiseTexture, (p + vec2(1.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x;
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float fbm (vec2 uv) {
float f = 0.0;
f += 0.5000 * noise(uv); uv = m2 * uv * 2.02;
f += 0.2500 * noise(uv); uv = m2 * uv * 2.03;
f += 0.1250 * noise(uv); uv = m2 * uv * 2.01;
f += 0.0625 * noise(uv);
return f / 0.9375;
}
vec3 clouds(vec2 uv) {
vec3 color;
float t = time * 0.75;
vec2 q = vec2( 0.0 ), r = vec2( 0.0 );
q.x = fbm(uv + t * 0.25);
q.y = fbm(uv + vec2(1.0));
r.x = fbm(uv + q + vec2(1.7, 9.2) + 0.31 * t * 0.25);
r.y = fbm(uv + q + vec2(8.3, 2.8) + 0.21 * t * 0.25);
float f = fbm(uv + r);
color = mix(vec3(1.0, 1.0, 1.0), vec3(0.3, 1.6, 1.6), clamp((f * f) * 2.0, 0.0, 1.0) + fft * 0.5);
color = mix(color, vec3(0.4, 0.2, 0.16), clamp(length(q) + fft * 0.33, 0.0, 1.0));
color = mix(color, vec3(0.4, 0.7, 3.00), clamp(length(r.x) + fft * 0.33, 0.0, 1.0));
return color * color * color;
}
vec2 curve(vec2 uv) {
uv *= 1.1;
uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0);
uv.y *= 1.0 + pow((abs(uv.x) / 5.0), 2.0);
uv = (uv / 2.0) + 0.5;
uv = uv * 0.92 + 0.08;
return uv;
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.y;
uv.y *= (resolution.x / resolution.y) * -.0625 - 1.0;
vec2 p = -1.0 + 2.0 * uv;
p.x -= time * 0.0125;
vec3 g = gaussGrain(time) * 0.04;
vec3 col = clouds(p * 3.0) - g;
fragColor = vec4(col, 1.0);
}
#version 300 es
// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D ditherTexture;
uniform sampler2D prgm1Texture;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
float pixelSize = 4.0;
vec2 pPixel = floor(gl_FragCoord.xy / pixelSize);
vec2 pRes = floor(resolution.xy / pixelSize);
vec2 pUV = pPixel / pRes;
vec4 color = texture(prgm1Texture, pUV);
float alpha = 1.0;
vec2 tuv = gl_FragCoord.xy / 8.0;
tuv *= 17.0;
tuv = fract(tuv);
vec4 tdither = texture(ditherTexture, tuv);
vec4 lum = vec4(0.299, 0.587, 0.114, 0);
float dither = dot(tdither, lum);
float gs = dot(color, lum) * 0.3;
gs = (gs - 0.5) * 1.2 + 0.5;
vec3 col = vec3(step(dither, gs));
fragColor = vec4(col, alpha);
}