第 19 课:Ridget
实现
uniform vec2 iResolution;
uniform float iTime;
vec3 random3(vec3 point){
float d1 = dot(point, vec3(12.3, 32.1, 21.3));
float d2 = dot(point, vec3(45.6, 65.4, 54.6));
float d3 = dot(point, vec3(78.9, 98.7, 87.9));
point = vec3(d1, d2, d3);
return fract(sin(point) * 14.7) * 2.0 - 1.0;
}
float noise(vec3 st) {
vec3 i = floor(st);
vec3 f = fract(st);
vec3 u = smoothstep(0.0, 1.0, f);
float d1 = dot(random3(i + vec3(0.0, 0.0, 0.0)), f - vec3(0.0, 0.0, 0.0));
float d2 = dot(random3(i + vec3(1.0, 0.0, 0.0)), f - vec3(1.0, 0.0, 0.0));
float d3 = dot(random3(i + vec3(0.0, 1.0, 0.0)), f - vec3(0.0, 1.0, 0.0));
float d4 = dot(random3(i + vec3(1.0, 1.0, 0.0)), f - vec3(1.0, 1.0, 0.0));
float d5 = dot(random3(i + vec3(0.0, 0.0, 1.0)), f - vec3(0.0, 0.0, 1.0));
float d6 = dot(random3(i + vec3(1.0, 0.0, 1.0)), f - vec3(1.0, 0.0, 1.0));
float d7 = dot(random3(i + vec3(0.0, 1.0, 1.0)), f - vec3(0.0, 1.0, 1.0));
float d8 = dot(random3(i + vec3(1.0, 1.0, 1.0)), f - vec3(1.0, 1.0, 1.0));
float m1 = mix(mix(d1, d2, u.x), mix(d3, d4, u.x), u.y);
float m2 = mix(mix(d5, d6, u.x), mix(d7, d8, u.x), u.y);
return mix(m1, m2, u.z);
}
float ridget(vec3 st) {
float amplitude = 1.0;
float frequency = 1.0;
float lacunarity = 0.0;
float gain = 0.0;
const int octaves = 5;
float result = 0.0;
float maxValue = 0.0;
for(int i = 0; i < octaves; i++){
lacunarity = pow(2.0,float(i));
gain = pow(1.0/2.0,float(i));
result += amplitude * gain * pow(1.0 - abs(noise(frequency * lacunarity * st)),2.0);
maxValue += amplitude * gain;
}
return result / maxValue;
}
void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
vec2 ratio = vec2(iResolution.x / iResolution.y, 1.0);
float noiseValue = ridget(vec3(uv * ratio * 2.0, iTime * 0.1));
gl_FragColor = vec4(vec3(noiseValue), 1.0);
}