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Biomes in a Sponge Painting
A parallax of displaced layers painted by Fractal Brownian Motion and Perlin Noise fetched colors
Created by marcogomez on Sun, 03 Oct 2021 09:49:12 GMT.
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm4Texture; uniform vec2 resolution; out vec4 fragColor; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm4 = texture(prgm4Texture, uv); fragColor = prgm4; }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform vec2 resolution; uniform float time; out vec4 fragColor; const float hk = 1.0 / sqrt(3.0); vec3 hueShift(vec3 col, float a) { const vec3 k = vec3(hk); float ca = cos(a); return vec3(col * ca + cross(k, col) * sin(a) + k * dot(k, col) * (1.0 - ca)); } mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); } float osc(float s, float e, float t) { return (e - s) * 0.5 + s + sin(t) * (e - s) * 0.5; } vec2 fade(vec2 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); } float perlin(vec2 uv) { vec4 pi = floor(uv.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); pi = mod(pi, 289.0); vec4 pf = fract(uv.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); vec4 ix = pi.xzxz, iy = pi.yyww, fx = pf.xzxz, fy = pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; vec4 gy = abs(gx) - 0.5; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x, gy.x); vec2 g01 = vec2(gx.z, gy.z); vec2 g10 = vec2(gx.y, gy.y); vec2 g11 = vec2(gx.w, gy.w); vec4 n = 1.79284291400159 - 0.85373472095314 * vec4( dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11) ); g00 *= n.x; g01 *= n.y; g10 *= n.z; g11 *= n.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fxy = fade(pf.xy); vec2 nx = mix(vec2(n00, n01), vec2(n10, n11), fxy.x); float nxy = mix(nx.x, nx.y, fxy.y); return 2.3 * nxy; } float clamps(float x) { return min(x, 0.98); } vec3 clamPos(vec3 c) { return clamp(c, 0.01, 1.0); } vec3 getBackground(vec2 suv, vec2 uv, float ar) { float t1 = time * 0.01; float t2 = time * 0.02; for (int i = 1; i < 4; i++) { float fi = float(i); vec2 u = uv + t1; u.x += 0.5 / fi * sin(fi * uv.y + t2 + 0.3 * fi) + 0.5; u.y += (0.5 * ar) / fi * sin(fi * uv.x + t2 + 0.3 * fi); uv = u; } vec3 colA = vec3( clamps(sin(3.0 * uv.x) + osc(0.2, 0.4, t2)), clamps(sin(2.0 * uv.y) + osc(0.1, 0.4, t1)), sin(uv.x + uv.y) ); vec3 colB = vec3( clamps(sin(4.0 * uv.x) + osc(0.2, 0.4, t2)), clamps(sin(3.0 * uv.y) + osc(0.1, 0.4, t1)), sin(uv.x + uv.y) ); vec3 col = mix(clamPos(colA), clamPos(colB), 0.5); float gs = smoothstep(-1.5, 1.5, dot(col, vec3(0.299, 0.587, 0.114))); vec3 gray = mix(sqrt(vec3(gs * gs + 0.1)), vec3(gs * gs + 0.1), 0.5); return clamp(mix(col, gray, 0.9), 0.0, 1.0); } void main(void) { vec2 suv = gl_FragCoord.xy / resolution.xy; vec2 uv = (suv - 0.5) * 1.5; uv *= rot(time * -0.03); float ar = resolution.x / resolution.y; vec3 col = getBackground(suv, uv * 2.0, ar); col = hueShift(col, time * -0.12); fragColor = vec4(col, 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; uniform float fft; out vec4 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float W = 1.2; const float T = 7.5; const float amount = 1.0; const float saturation = 1.4; const float vignetteMix = 0.5; const float vignetteSmoothness = 0.5; const float reinhardAmount = 1.2; const float contrast = 1.7; const float brightness = 1.0; float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } 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) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void main(void) { vec2 vignetteSize = vec2(0.25, 0.25) * 1.0 - fft * 0.1; float vignetteRoundness = 0.12 + fft * 0.5; vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm1 = texture(prgm1Texture, uv); vec3 reinhard = filmicReinhard(prgm1.rgb); vec3 color = prgm1.rgb; color = mix(prgm1.rgb, reinhard, reinhardAmount); color = ContrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color / v; vec3 g = gaussgrain(time * 0.001) * 0.06; color = mix(color, vig, vignetteMix); color = mix(prgm1.rgb, color, amount) - g; color = clamp(color, 0.0, 1.0); fragColor = vec4(color, 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D noiseTexture; uniform sampler2D fftTexture; uniform sampler2D prgm2Texture; uniform vec2 resolution; uniform float time; uniform int frame; out vec4 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float bgWaveSpeed = 0.25; const float xDistMag = 0.021; const float yDistMag = 0.012; const float xSineCycles = TAU; const float ySineCycles = TAU; const uint k = 1103515245U; vec3 hash(uvec3 x) { x = ((x >> 8U) ^ x.yzx) * k; x = ((x >> 8U) ^ x.yzx) * k; x = ((x >> 8U) ^ x.yzx) * k; return vec3(x) * (1.0 / float(0xffffffffU)); } vec3 mixColor(vec3 col1, vec3 col2, float v) { v = clamp(v, 0.0, 1.0); return clamp(col1 + v * (col2 - col1 * 1.5), 0.0, 1.0); } float noise(vec2 x) { vec2 f = fract(x); vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); vec2 du = 30.0 * f * f * (f * (f - 2.0) + 1.0); vec2 p = floor(x); float div = 900.0; float a = texture(noiseTexture, (p + vec2(0.0, 0.0)) / div).x; float b = texture(noiseTexture, (p + vec2(1.0, 0.0)) / div).x; float c = texture(noiseTexture, (p + vec2(0.0, 1.0)) / div).x; float d = texture(noiseTexture, (p + vec2(1.0, 1.0)) / div).x; return ( a + (b - a) * u.x + (c - a) * u.y + (a - b - c + d) * u.x * u.y ); } float fbm(vec2 x, int detail) { float a = 0.0; float b = 1.0; float acc = 0.0; for (int i = 0; i < detail; i++) { float n = noise(x); a += b*n; acc += b; b *= 0.8; x *= 2.0; } return a / acc; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.y; float minRes = min(resolution.x, resolution.y); vec2 fc = gl_FragCoord.xy / minRes; float wt = time * bgWaveSpeed; float xAngle = wt + fc.y * ySineCycles; float yAngle = wt + fc.x * xSineCycles; bool bxHalf, byHalf; vec2 distortOffset = vec2(sin(xAngle), sin(yAngle)) * vec2(xDistMag, yDistMag) * 2.0; vec3 col = vec3(0.6, 0.7, 1.0) * 1.3; float l, h, disp, dist; float t = time * 2.0; vec2 uv2; float acc = 3.0; for (float i = 100.0; i >- 10.0; i -= 10.0) { l = i / 90.0; disp = i / 30.0; dist = i; uv2 = uv + vec2(t / dist + acc, 0.0); acc += 4.0; h = (fbm(uv2 + distortOffset, 12) - 0.5) * disp; ivec2 iva = ivec2(acc * 2.0, acc * 3.0); ivec2 ivb = ivec2(acc * 4.0, acc * 5.0); ivec2 ivc = ivec2(acc * 8.0, acc * 7.0); ivec2 ivd = ivec2(acc * 16.0, acc * 9.0); int offset = int(floor(min(resolution.x, resolution.y) / 12.0)); if (uv.y < h + l - 0.04) { col = vec3(-1.0); } if (uv.y < h + l - 0.05) { col = mix(texelFetch(prgm2Texture, iva, 0).xyz, texelFetch(prgm2Texture, iva + offset, 0).xyz, 0.5); } if (uv.y < h + l - 0.04) { col = mix(col, vec3(0.0), 0.2); } if (uv.y < h + l - 0.10) { col = mix(texelFetch(prgm2Texture, ivb, 0).xyz, texelFetch(prgm2Texture, ivb + offset, 0).xyz, 0.5); } if (uv.y < h + l - 0.20) { col = mix(texelFetch(prgm2Texture, ivc, 0).xyz, texelFetch(prgm2Texture, ivc + offset, 0).xyz, 0.5); } if (uv.y < h + l - 0.40) { col = mix(texelFetch(prgm2Texture, ivd, 0).xyz, texelFetch(prgm2Texture, ivd + offset, 0).xyz, 0.5); } } uv = gl_FragCoord.xy / resolution.xy; col *= 0.5 + 0.5 * pow(16.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y), 0.3); fragColor = vec4(col, 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform float time; uniform float fft; out vec4 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float W = 1.2; const float T = 7.5; const float amount = 1.0; const float saturation = 0.9; const float vignetteMix = 0.5; const float vignetteSmoothness = 0.5; const float reinhardAmount = 0.5; const float contrast = 0.9; const float brightness = 1.0; float filmicReinhardCurve(float x) { float q = (T * T + 1.0) * x * x; return q / (q + x + T * T); } vec3 filmicReinhard(vec3 c) { float w = filmicReinhardCurve(W); return vec3( filmicReinhardCurve(c.r), filmicReinhardCurve(c.g), filmicReinhardCurve(c.b) ) / w; } vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) { const float AvgLumR = 0.5; const float AvgLumG = 0.5; const float AvgLumB = 0.5; const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(brtColor, LumCoeff)); vec3 satColor = mix(intensity, brtColor, sat); vec3 conColor = mix(AvgLumin, satColor, con); return conColor; } float sdSquare(vec2 point, float width) { vec2 d = abs(point) - width; return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } float vignette(vec2 uv, vec2 size, float roundness, float smoothness) { uv -= 0.5; float minWidth = min(size.x, size.y); uv.x = sign(uv.x) * clamp(abs(uv.x) - abs(minWidth - size.x), 0.0, 1.0); uv.y = sign(uv.y) * clamp(abs(uv.y) - abs(minWidth - size.y), 0.0, 1.0); float boxSize = minWidth * (1.0 - roundness); float dist = sdSquare(uv, boxSize) - (minWidth * roundness); return 1.0 - smoothstep(0.0, smoothness, dist); } 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) * 43758.5453123 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void main(void) { vec2 vignetteSize = vec2(0.25, 0.25) * 1.0 - fft * 0.1; float vignetteRoundness = 0.12 + fft * 0.5; vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm3 = texture(prgm3Texture, uv); vec3 reinhard = filmicReinhard(prgm3.rgb); vec3 color = prgm3.rgb; color = mix(prgm3.rgb, reinhard, reinhardAmount); color = ContrastSaturationBrightness(color, brightness, saturation, contrast); float v = vignette(uv, vignetteSize, vignetteRoundness, vignetteSmoothness); vec3 vig = color / v; vec3 g = gaussgrain(time) * 0.04; color = mix(color, vig, vignetteMix); color = mix(prgm3.rgb, color, amount) - g; color = clamp(mix(color, color * color, 0.6), 0.0, 1.0); fragColor = vec4(color, 1.0); }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm4 = texture(prgm4Texture, uv);
fragColor = prgm4;
}
92 fps 16ms
00:00:00.39
0.00