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Created the smooth_cheese.fsh shader #26

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99 changes: 99 additions & 0 deletions app/src/main/assets/Shaders/smooth_cheese.fsh
Original file line number Diff line number Diff line change
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#version 300 es

/*
* Title: Smooth Cheese
* Author: Bassel EL Mabsout
* SIMPLEX noise implementation taken from:
* https://www.shadertoy.com/view/XsX3zB
*
* The MIT License
* Copyright © 2013 Nikita Miropolskiy
*
* ( license has been changed from CCA-NC-SA 3.0 to MIT
*
* but thanks for attributing your source code when deriving from this sample
* with a following link: https://www.shadertoy.com/view/XsX3zB )
*/

precision highp float;

uniform float iTime;
uniform vec3 iResolution;

in vec2 textureCoord;
out vec4 fragColor;

/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}

/* skew constants for 3d simplex functions */
const float F3 = 0.3333333;
const float G3 = 0.1666667;

/* 3d simplex noise */
float simplex3d(vec3 p) {
/* 1. find current tetrahedron T and it's four vertices */
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
/* calculate s and x */
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));

/* calculate i1 and i2 */
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);

/* x1, x2, x3 */
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;

/* 2. find four surflets and store them in d */
vec4 w, d;

/* calculate surflet weights */
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);

/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
w = max(0.6 - w, 0.0);

/* calculate surflet components */
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);

/* multiply d by w^4 */
w *= w;
w *= w;
d *= w;

/* 3. return the sum of the four surflets */
return dot(d, vec4(52.0));
}

void main()
{
vec2 p = textureCoord;
vec3 p3 = vec3(p, iTime*0.015)+vec3(iTime*0.015,0.0,0.0);

float value = pow(abs(simplex3d(p3*2.0)),1.5);
float red = 0.5 + 0.5*simplex3d(p3*2.0 + 38274.9);
float green = abs(0.2+0.5*simplex3d(p3*2.0 + 3824.9));
float blue = abs(simplex3d(p3*2.0 + 98274.9));

fragColor = vec4(sqrt(value*vec3(red, green, blue)), 1.0);
}
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