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Hello, I want to make fBm to warp a space of a fBm. Example of this technique on this site https://thebookofshaders.com/13/. I put code in parameter fragmentShader and its doesnt work, maybe i need to change something in vertex parameter?
Thanks for all help u can tell
The code is:
// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float random (in vec2 _st) {
return fract(sin(dot(_st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
// Based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 _st) {
vec2 i = floor(_st);
vec2 f = fract(_st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
#define NUM_OCTAVES 5
float fbm ( in vec2 _st) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
// Rotate to reduce axial bias
mat2 rot = mat2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(_st);
_st = rot * _st * 2.0 + shift;
a *= 0.5;
}
return v;
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy*3.;
// st += st * abs(sin(u_time*0.1)*3.0);
vec3 color = vec3(0.0);
vec2 q = vec2(0.);
q.x = fbm( st + 0.00*u_time);
q.y = fbm( st + vec2(1.0));
vec2 r = vec2(0.);
r.x = fbm( st + 1.0*q + vec2(1.7,9.2)+ 0.15*u_time );
r.y = fbm( st + 1.0*q + vec2(8.3,2.8)+ 0.126*u_time);
float f = fbm(st+r);
color = mix(vec3(0.101961,0.619608,0.666667),
vec3(0.666667,0.666667,0.498039),
clamp((f*f)*4.0,0.0,1.0));
color = mix(color,
vec3(0,0,0.164706),
clamp(length(q),0.0,1.0));
color = mix(color,
vec3(0.666667,1,1),
clamp(length(r.x),0.0,1.0));
gl_FragColor = vec4((f*f*f+.6*f*f+.5*f)*color,1.);
}
The text was updated successfully, but these errors were encountered:
I can't say without a live example / codepen, but I guess you're not sending the right uniforms to the shaders. There are probably some shader compilation errors showing up in your console.
By the way, you'd probably want to pass the aTextureCoord attribute as a varying to the fragment shader instead of calculating the UV st based on the frag coords and resolution (this only works for fullscreen quads).
Hello, I want to make fBm to warp a space of a fBm. Example of this technique on this site https://thebookofshaders.com/13/. I put code in parameter fragmentShader and its doesnt work, maybe i need to change something in vertex parameter?
Thanks for all help u can tell
The code is:
The text was updated successfully, but these errors were encountered: