#define GLSLIFY 1
uniform float time;
uniform float seed;
uniform vec2 resolution;
float noise3D(vec3 p){
return fract(sin(dot(p,vec3(12.9898,78.233,128.852)))*43758.5453)*2.-1.;
}
float simplex3D(vec3 p){
float f3=1./3.;
float s=(p.x+p.y+p.z)*f3;
int i=int(floor(p.x+s));
int j=int(floor(p.y+s));
int k=int(floor(p.z+s));
float g3=1./6.;
float t=float((i+j+k))*g3;
float x0=float(i)-t;
float y0=float(j)-t;
float z0=float(k)-t;
x0=p.x-x0;
y0=p.y-y0;
z0=p.z-z0;
int i1,j1,k1;
int i2,j2,k2;
if(x0>=y0)
{
if(y0>=z0){i1=1;j1=0;k1=0;i2=1;j2=1;k2=0;}
else if(x0>=z0){i1=1;j1=0;k1=0;i2=1;j2=0;k2=1;}
else{i1=0;j1=0;k1=1;i2=1;j2=0;k2=1;}
}
else
{
if(y0<z0){i1=0;j1=0;k1=1;i2=0;j2=1;k2=1;}
else if(x0<z0){i1=0;j1=1;k1=0;i2=0;j2=1;k2=1;}
else{i1=0;j1=1;k1=0;i2=1;j2=1;k2=0;}
}
float x1=x0-float(i1)+g3;
float y1=y0-float(j1)+g3;
float z1=z0-float(k1)+g3;
float x2=x0-float(i2)+2.*g3;
float y2=y0-float(j2)+2.*g3;
float z2=z0-float(k2)+2.*g3;
float x3=x0-1.+3.*g3;
float y3=y0-1.+3.*g3;
float z3=z0-1.+3.*g3;
vec3 ijk0=vec3(i,j,k);
vec3 ijk1=vec3(i+i1,j+j1,k+k1);
vec3 ijk2=vec3(i+i2,j+j2,k+k2);
vec3 ijk3=vec3(i+1,j+1,k+1);
vec3 gr0=normalize(vec3(noise3D(ijk0),noise3D(ijk0*2.01),noise3D(ijk0*2.02)));
vec3 gr1=normalize(vec3(noise3D(ijk1),noise3D(ijk1*2.01),noise3D(ijk1*2.02)));
vec3 gr2=normalize(vec3(noise3D(ijk2),noise3D(ijk2*2.01),noise3D(ijk2*2.02)));
vec3 gr3=normalize(vec3(noise3D(ijk3),noise3D(ijk3*2.01),noise3D(ijk3*2.02)));
float n0=0.;
float n1=0.;
float n2=0.;
float n3=0.;
float t0=.5-x0*x0-y0*y0-z0*z0;
if(t0>=0.)
{
t0*=t0;
n0=t0*t0*dot(gr0,vec3(x0,y0,z0));
}
float t1=.5-x1*x1-y1*y1-z1*z1;
if(t1>=0.)
{
t1*=t1;
n1=t1*t1*dot(gr1,vec3(x1,y1,z1));
}
float t2=.5-x2*x2-y2*y2-z2*z2;
if(t2>=0.)
{
t2*=t2;
n2=t2*t2*dot(gr2,vec3(x2,y2,z2));
}
float t3=.5-x3*x3-y3*y3-z3*z3;
if(t3>=0.)
{
t3*=t3;
n3=t3*t3*dot(gr3,vec3(x3,y3,z3));
}
return 96.*(n0+n1+n2+n3);
}
vec3 palette(float t){
vec3 a=vec3(.5,.5,.5);
vec3 b=vec3(.5,.5,.5);
vec3 c=vec3(1.,1.,1.);
vec3 d=vec3(.263,.416,.557);
return a+b*cos(6.28318*(c*t+d));
}
vec3 mod289_0(vec3 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289_0(vec4 x)
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute_0(vec4 x)
{
return mod289_0(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt_0(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
float pnoise(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep);
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep);
Pi0 = mod289_0(Pi0);
Pi1 = mod289_0(Pi1);
vec3 Pf0 = fract(P);
vec3 Pf1 = Pf0 - vec3(1.0);
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute_0(permute_0(ix) + iy);
vec4 ixy0 = permute_0(ixy + iz0);
vec4 ixy1 = permute_0(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt_0(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt_0(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
vec3 mod289_1(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289_1(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute_1(vec4 x) {
return mod289_1(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt_1(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);
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
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 );
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289_1(i);
vec4 p = permute_1( permute_1( permute_1(
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 ));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ );
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 = 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);
vec4 norm = taylorInvSqrt_1(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;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
float grain(vec2 texCoord, vec2 resolution, float frame, float multiplier) {
vec2 mult = texCoord * resolution;
float offset = snoise(vec3(mult / multiplier, frame));
float n1 = pnoise(vec3(mult, offset), vec3(1.0/texCoord * resolution, 1.0));
return n1 / 2.0 + 0.5;
}
float grain(vec2 texCoord, vec2 resolution, float frame) {
return grain(texCoord, resolution, frame, 2.5);
}
float grain(vec2 texCoord, vec2 resolution) {
return grain(texCoord, resolution, 0.0);
}
const vec2 s=vec2(1,1.7320508);
vec4 getHex(vec2 p)
{
vec4 hC=floor(vec4(p,p-vec2(.5,1))/s.xyxy)+.5;
vec4 h=vec4(p-hC.xy*s,p-(hC.zw+.5)*s);
return dot(h.xy,h.xy)<dot(h.zw,h.zw)
?vec4(h.xy,hC.xy)
:vec4(h.zw,hC.zw+.5);
}
void main(){
vec2 p=gl_FragCoord.xy;
vec2 uv=p/resolution;
uv-=vec2(.5);
uv*=min(vec2(resolution.x/resolution.y,1.),vec2(1.,resolution.y/resolution.x));
uv*=40.;
vec4 hex=getHex(uv);
vec2 id=hex.zw;
vec2 c=hex.xy;
float a=time*.1;
mat2 rot=mat2(cos(a),sin(a),-sin(a),cos(a));
float n=max(0.,simplex3D(vec3(id*.05*rot,time*.1))*.5+.5);
float shift=n*4.+c.x;
vec3 col=palette(max(shift,.1));
col=mix(vec3(0.),col,smoothstep(.4,1.,smoothstep(shift,0.,.4)));
vec4 color=vec4(col,1.);
gl_FragColor=mod(color,11.);
}