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@@ -97,7 +97,7 @@ float noise(in vec2 p){ // from iq
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const float K2 = 0.211324865; // (3-sqrt(3))/6;
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const float K2 = 0.211324865; // (3-sqrt(3))/6;
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vec2 i = floor( p + (p.x+p.y)*K1 );
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vec2 i = floor( p + (p.x+p.y)*K1 );
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vec2 a = p - i + (i.x+i.y)*K2;
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vec2 a = p - i + (i.x+i.y)*K2;
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- float m = step(a.y,a.x);
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+ float m = step(a.y,a.x);
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vec2 o = vec2(m,1.0-m);
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vec2 o = vec2(m,1.0-m);
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vec2 b = a - o + K2;
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vec2 b = a - o + K2;
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vec2 c = a - 1.0 + 2.0*K2;
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vec2 c = a - 1.0 + 2.0*K2;
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@@ -118,9 +118,8 @@ float HEIGHT_CANVAS(float x,float y){
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}else if(uCanvasType == 2){
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}else if(uCanvasType == 2){
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vec2 uv=vec2(x,y); float f; uv*=0.1; // from iq
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vec2 uv=vec2(x,y); float f; uv*=0.1; // from iq
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mat2 m = mat2(1.6,1.2,-1.2,1.6);
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mat2 m = mat2(1.6,1.2,-1.2,1.6);
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- f = 0.1*noise( uv ); uv = m*uv;
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- f += 0.1*noise( uv ); uv = m*uv;
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- f += 0.2*noise( uv ); uv = m*uv;
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+ uv = m*uv; uv = m*uv;
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+ f = 0.2*noise( uv ); uv = m*uv;
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f += 0.3*noise( uv ); uv = m*uv;
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f += 0.3*noise( uv ); uv = m*uv;
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f += 0.5*noise( uv ); uv = m*uv;
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f += 0.5*noise( uv ); uv = m*uv;
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f += 0.4*noise( uv ); uv = m*uv;
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f += 0.4*noise( uv ); uv = m*uv;
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