enve/examples/shaderEffects/eNoiseFade.frag

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2020-05-22 11:02:59 +00:00
// Based on :
// https://www.shadertoy.com/view/MdyfWz
// "Simple Noise Fade" by Krzysztof Kondrak @k_kondrak
// enve - 2D animations software
// Copyright (C) 2016-2020 Maurycy Liebner
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#version 330 core
layout(location = 0) out vec4 fragColor;
in vec2 texCoord;
uniform sampler2D texture;
uniform float seed;
uniform float size;
uniform float sharpness;
uniform float time;
const float PI = 3.14159;
float r(in vec2 p) {
return fract(cos((p.x + 0.00001*seed)*42.98 + (p.y + 0.00001*seed)*43.23) * 1127.53);
}
float n(in vec2 p) {
vec2 fn = floor(p);
vec2 sn = smoothstep(vec2(0), vec2(1), fract(p));
float h1 = mix(r(fn), r(fn + vec2(1,0)), sn.x);
float h2 = mix(r(fn + vec2(0,1)), r(fn + vec2(1)), sn.x);
return mix(h1 ,h2, sn.y);
}
float noise(in vec2 p) {
float s = size*0.001;
return 0.58 * n(p/(32.*s)) +
0.2 * n(p/(16.*s)) +
0.1 * n(p/(8.*s)) +
0.05 * n(p/(4.*s)) +
0.02 * n(p/(2.*s)) +
0.0125 * n(p/s);
}
void main(void) {
float t = abs(sin(0.5*PI*time));
float b = 0.25*(0.75 - 0.749*sharpness);
float c = smoothstep(t + b, t - b, noise(texCoord * .4));
fragColor = mix(texture2D(texture, texCoord), vec4(0), c);
}