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November 29, 2025 06:08
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Noise Shaders
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| #version 300 es | |
| precision highp float; | |
| precision highp sampler2D; | |
| // normalized coordinates, (0,0) is the bottom left | |
| in vec2 uv; | |
| // resulting fragment color, you may name it whatever you like | |
| out vec4 out_color; | |
| // size of the canvas in pixels | |
| uniform vec2 u_resolution; | |
| // elapsed time since shader compile in seconds | |
| uniform float u_time; | |
| int hash(vec2 st_int) { | |
| float random = dot(st_int, vec2(123.456, 78.9)); | |
| random = 4. * fract(sin(random)*987.654); | |
| return int(random - fract(random)); | |
| } | |
| float fade(float t) { | |
| return t * t * t * (t * (t * 6. - 15.) + 10.); | |
| } | |
| vec2 rot(vec2 v, float a){ | |
| return mat2x2( | |
| cos(a), -sin(a), | |
| sin(a), cos(a) | |
| ) * v; | |
| } | |
| vec2 random2(vec2 st_int) { | |
| float randomx = dot(st_int, vec2(123.456, 78.9)); | |
| randomx = fract(sin(randomx)*54.876); | |
| float randomy = dot(st_int, vec2(456.16, 608.9)); | |
| randomy = fract(sin(randomy)*987.654); | |
| return rot(vec2(randomx, randomy), sin(u_time)); | |
| } | |
| vec2 gradients[4] = vec2[4](vec2(1., 0.), vec2(-1., 0.), vec2(0., 1.), vec2(0., -1.)); | |
| void main(){ | |
| vec2 st = uv*5.; | |
| vec2 st_int = floor(st); | |
| vec2 st_fract = fract(st); | |
| vec2 fp; | |
| float value = 100.; | |
| for (int i=-1; i<=1; i++) { | |
| for (int j=-1; j<=1; j++) { | |
| fp = vec2(i,j) + random2(st_int + vec2(i,j)); | |
| value = min(value, length(fp-st_fract)); | |
| } | |
| } | |
| out_color = vec4(vec3(1.-value, 0.1, 0.), 1.); | |
| } |
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| #version 300 es | |
| precision highp float; | |
| precision highp sampler2D; | |
| // normalized coordinates, (0,0) is the bottom left | |
| in vec2 uv; | |
| // resulting fragment color, you may name it whatever you like | |
| out vec4 out_color; | |
| // size of the canvas in pixels | |
| uniform vec2 u_resolution; | |
| // elapsed time since shader compile in seconds | |
| uniform float u_time; | |
| int hash(vec2 st_int) { | |
| float random = dot(st_int, vec2(123.456, 78.9)); | |
| random = 4. * fract(sin(random)*987.654); | |
| return int(random - fract(random)); | |
| } | |
| float fade(float t) { | |
| return t * t * t * (t * (t * 6. - 15.) + 10.); | |
| } | |
| vec2 rot(vec2 v, float a){ | |
| return mat2x2( | |
| cos(a), -sin(a), | |
| sin(a), cos(a) | |
| ) * v; | |
| } | |
| void main(){ | |
| vec2 st = uv*10.; | |
| vec2 st_fract = fract(st); | |
| vec2 st_int = st - st_fract; | |
| vec2 gradients[4] = vec2[4](vec2(1., 0.), vec2(-1., 0.), vec2(0., 1.), vec2(0., -1.)); | |
| vec2 tl = vec2(0., 0.); | |
| vec2 tr = vec2(1., 0.); | |
| vec2 bl = vec2(0., 1.); | |
| vec2 br = vec2(1., 1.); | |
| float tl_v = dot(tl - st_fract, rot(gradients[hash(st_int + tl)], u_time)); | |
| float tr_v = dot(tr - st_fract, rot(gradients[hash(st_int + tr)], u_time)); | |
| float bl_v = dot(bl - st_fract, rot(gradients[hash(st_int + bl)], u_time)); | |
| float br_v = dot(br - st_fract, rot(gradients[hash(st_int + br)], u_time)); | |
| float top = mix(tl_v, tr_v, fade(st_fract.x)); | |
| float bottom = mix(bl_v, br_v, fade(st_fract.x)); | |
| float value = mix(top, bottom, fade(st_fract.y)); | |
| out_color = vec4(vec3(0.4, 0., 2.*value), 1.); | |
| } |
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| #version 300 es | |
| precision highp float; | |
| precision highp sampler2D; | |
| // normalized coordinates, (0,0) is the bottom left | |
| in vec2 uv; | |
| // resulting fragment color, you may name it whatever you like | |
| out vec4 out_color; | |
| // size of the canvas in pixels | |
| uniform vec2 u_resolution; | |
| // elapsed time since shader compile in seconds | |
| uniform float u_time; | |
| int hash(vec2 st_int) { | |
| float random = dot(st_int, vec2(123.456, 78.9)); | |
| random = 4. * fract(sin(random)*987.654); | |
| return int(random - fract(random)); | |
| } | |
| float fade(float t) { | |
| return t * t * t * (t * (t * 6. - 15.) + 10.); | |
| } | |
| vec2 rot(vec2 v, float a){ | |
| return mat2x2( | |
| cos(a), -sin(a), | |
| sin(a), cos(a) | |
| ) * v; | |
| } | |
| void main(){ | |
| vec2 gradients[4] = vec2[4](vec2(1., 0.), vec2(-1., 0.), vec2(0., 1.), vec2(0., -1.)); | |
| vec2 st = uv*3.; | |
| float skew_factor = 0.5*(sqrt(3.0)-1.0); | |
| float skewed = (st.x + st.y)*skew_factor; | |
| vec2 index = floor(st + skewed); | |
| float unskew_factor = (3.0-sqrt(3.0))/6.0; | |
| float t = (index.x + index.y)*unskew_factor; | |
| vec2 p0 = st - index + t; | |
| vec2 offset; | |
| if (p0.x > p0.y) offset = vec2(1., 0.); | |
| else offset = vec2(0., 1.); | |
| vec2 p1 = p0 - offset + unskew_factor; | |
| vec2 p2 = p0 - 1. + 2.*unskew_factor; | |
| float c0 = max(0.5 - p0.x*p0.x - p0.y*p0.y, 0.); | |
| float c1 = max(0.5 - p1.x*p1.x - p1.y*p1.y, 0.); | |
| float c2 = max(0.5 - p2.x*p2.x - p2.y*p2.y, 0.); | |
| float n0 = pow(c0, 4.)*dot(rot(gradients[hash(index)], u_time), p0); | |
| float n1 = pow(c1, 4.)*dot(rot(gradients[hash(index + offset)], u_time), p1); | |
| float n2 = pow(c2, 4.)*dot(rot(gradients[hash(index + 1.)], u_time), p2); | |
| float value = (n0+n1+n2)*70.; | |
| out_color = vec4(vec3(value, 0.1, 3.*value), 1.); | |
| } |
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| #version 300 es | |
| precision highp float; | |
| precision highp sampler2D; | |
| // normalized coordinates, (0,0) is the bottom left | |
| in vec2 uv; | |
| // resulting fragment color, you may name it whatever you like | |
| out vec4 out_color; | |
| // size of the canvas in pixels | |
| uniform vec2 u_resolution; | |
| // elapsed time since shader compile in seconds | |
| uniform float u_time; | |
| float hash(vec2 uv) { | |
| float random = dot(uv, vec2(123.456, 78.9)); | |
| random = fract(sin(random)*987.654); | |
| return random; | |
| } | |
| void main(){ | |
| out_color = vec4(vec3(hash(uv*u_time)), 1.); | |
| } |
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