45 lines
953 B
Plaintext
45 lines
953 B
Plaintext
shader_type canvas_item;
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uniform vec3 color = vec3(0.65, 0.86, 0.95);
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uniform int OCTAVES = 8;
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float rand(vec2 coord){
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return fract(sin(dot(coord, vec2(56, 78)) * 4000.0) * 1000.0);
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}
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float noise(vec2 coord){
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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// 4 corners of a rectangle surrounding our point
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float a = rand(i);
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float b = rand(i + vec2(1.0, 0.0));
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float c = rand(i + vec2(0.0, 1.0));
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float d = rand(i + vec2(1.0, 1.0));
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vec2 cubic = f * f * (3.0 - 2.0 * f);
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return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;
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}
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float fbm(vec2 coord){
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float value = 0.0;
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float scale = 0.5;
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for(int i = 0; i < OCTAVES; i++){
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value += noise(coord) * scale;
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coord *= 2.0;
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scale *= 0.5;
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}
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return value;
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}
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void fragment() {
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vec2 coord = UV * 2.0;
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vec2 motion = vec2( fbm(coord + vec2(TIME * -0.3, TIME * 0.2)) );
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float final = fbm(coord + motion);
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COLOR = vec4(color, final * 0.8);
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} |