第 15 课:FBM
实现
uniform vec2 iResolution;
uniform float iTime;
const float ANIMATE = 1.0;
float fbm(float x) {
float amplitude = 0.5;
float frequency = 6.28;
float lacunarity = 2.0;
float gain = 1.0/2.0;
float result = 0.0;
for(int i = 0; i < 30; i++){
lacunarity = pow(2.0,float(i));
gain = pow(1.0/2.0,float(i));
result += amplitude * gain * sin(frequency * lacunarity * x);
}
return result;
}
void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
float DURATION = 10.0;
float progress = mod(iTime, DURATION) / DURATION;
float flip = mod(floor(iTime / DURATION), 2.0);
progress = mix(progress, 1.0 - progress, flip);
progress = pow(progress, 4.0);
progress *= ANIMATE;
float z = 1.0 + mix(0.0, 500.0, progress);
float center = 0.5;
float x = (uv.x - center) / z + center + 0.049201;
float y = (fbm(x) - 0.123436) * z + 0.5;
float stroke = 5.0;
float t = 1.0 - step(stroke / iResolution.y, abs(uv.y - y));
gl_FragColor = vec4(t, 0.0, 0.0, t);
}