#ifdef GL_ES precision highp float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec2 camerapos; uniform vec2 screensize; uniform float time; varying vec4 v_color; varying vec2 v_texCoord; vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } float snoise(vec2 v){ const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); vec2 i1; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod(i, 289.0); vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } void main() { vec2 c = v_texCoord.xy; vec4 color = texture2D(u_texture, c); vec2 v = vec2(1.0/screensize.x, 1.0/screensize.y); vec2 coords = vec2(c.x / v.x + camerapos.x, c.y / v.y + camerapos.y); float stime = time / 5.0; float mscl = 30.0; float mth = 5.0; if(color.r > 0.01){ color = texture2D(u_texture, c + vec2(sin(stime/3.0 + coords.y/0.75) * v.x, 0.0)) * vec4(0.9, 0.9, 1, 1.0); float n1 = snoise(coords / 22.0 + vec2(-time) / 540.0); float n2 = snoise((coords + vec2(632.0)) / 8.0 + vec2(0.0, time) / 510.0); float r = (n1 + n2) / 2.0; if(r < -0.3 && r > -0.6){ color *= 1.4; } } gl_FragColor = color; }