| precision mediump float; |
| |
| attribute float aSize; |
| |
| uniform float u_time; |
| uniform vec2 u_resolution; |
| uniform vec2 u_scale; |
| uniform vec2 u_mouse; |
| uniform float u_zpos; |
| |
| varying vec2 vUv; |
| varying float transfer; |
| varying float value; |
| |
| mat4 rotationMatrix(vec3 axis, float angle) { |
| axis = normalize(axis); |
| float s = sin(angle); |
| float c = cos(angle); |
| float oc = 1.0 - c; |
| |
| return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, |
| oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, |
| oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, |
| 0.0, 0.0, 0.0, 1.0); |
| } |
| |
| vec3 rotate(vec3 v, vec3 axis, float angle) { |
| mat4 m = rotationMatrix(axis, angle); |
| return (m * vec4(v, 1.0)).xyz; |
| } |
| |
| vec3 mod289(vec3 x) { |
| return x - floor(x * (1.0 / 289.0)) * 289.0; |
| } |
| |
| vec4 mod289(vec4 x) { |
| return x - floor(x * (1.0 / 289.0)) * 289.0; |
| } |
| |
| vec4 permute(vec4 x) { |
| return mod289(((x * 34.0) + 1.0) * x); |
| } |
| |
| vec4 taylorInvSqrt(vec4 r) { |
| return 1.79284291400159 - 0.85373472095314 * r; |
| } |
| |
| float snoise(vec3 v) { |
| const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); |
| const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); |
| |
| vec3 i = floor(v + dot(v, C.yyy)); |
| vec3 x0 = v - i + dot(i, C.xxx); |
| |
| vec3 g = step(x0.yzx, x0.xyz); |
| vec3 l = 1.0 - g; |
| vec3 i1 = min(g.xyz, l.zxy); |
| vec3 i2 = max(g.xyz, l.zxy); |
| |
| vec3 x1 = x0 - i1 + C.xxx; |
| vec3 x2 = x0 - i2 + C.yyy; |
| vec3 x3 = x0 - D.yyy; |
| |
| // Permutations |
| i = mod289(i); |
| vec4 p = permute(permute(permute( |
| i.z + vec4(0.0, i1.z, i2.z, 1.0)) + |
| i.y + vec4(0.0, i1.y, i2.y, 1.0)) + |
| i.x + vec4(0.0, i1.x, i2.x, 1.0)); |
| |
| float n_ = 0.142857142857; |
| vec3 ns = n_ * D.wyz - D.xzx; |
| |
| vec4 j = p - 49.0 * floor(p * ns.z * ns.z); |
| |
| vec4 x_ = floor(j * ns.z); |
| vec4 y_ = floor(j - 7.0 * x_); |
| |
| vec4 x = x_ * ns.x + ns.yyyy; |
| vec4 y = y_ * ns.x + ns.yyyy; |
| vec4 h = 1.0 - abs(x) - abs(y); |
| |
| vec4 b0 = vec4(x.xy, y.xy); |
| vec4 b1 = vec4(x.zw, y.zw); |
| |
| vec4 s0 = floor(b0) * 2.0 + 1.0; |
| vec4 s1 = floor(b1) * 2.0 + 1.0; |
| vec4 sh = -step(h, vec4(0.0)); |
| |
| vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; |
| vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; |
| |
| vec3 p0 = vec3(a0.xy, h.x); |
| vec3 p1 = vec3(a0.zw, h.y); |
| vec3 p2 = vec3(a1.xy, h.z); |
| vec3 p3 = vec3(a1.zw, h.w); |
| |
| vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
| p0 *= norm.x; |
| p1 *= norm.y; |
| p2 *= norm.z; |
| p3 *= norm.w; |
| |
| vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); |
| m = m * m; |
| return 42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); |
| } |
| |
| highp float rand(vec2 co) { |
| highp float a = 12.9898; |
| highp float b = 78.233; |
| highp float c = 43758.5453; |
| highp float dt = dot(co.xy, vec2(a, b)); |
| highp float sn = mod(dt, 3.14); |
| return fract(sin(sn) * c); |
| } |
| |
| float noise(float v, vec2 _st) { |
| float f = rand(vec2(fract(v))); |
| return mix(rand(vec2(v) + 0.2), rand(vec2(v)), smoothstep(0.1, 1.0, f)); |
| } |
| |
| const float amplitude = 0.125; |
| const float frequency = .1; |
| const float PI = 3.14159; |
| float Gaussian_h = 0.1; |
| float Gaussian_sd = 0.09; |
| float radius = 1.5; |
| |
| void main() { |
| vUv = uv; |
| vec3 pos = vec3(position); |
| value = aSize; |
| vec4 ecPosition = modelViewMatrix * vec4( pos, 1.0 ); |
| float magnitude = distance(pos, vec3(0.0)); |
| |
| float noiseFreq = 5.5; |
| float noiseAmp = 1.55; |
| vec3 noisePos = vec3(pos.x * noiseFreq + u_time, pos.y, pos.z); |
| |
| if(distance(u_mouse,pos.xy)<=0.9) |
| { |
| float vertexDistance = distance(u_mouse, pos.xy); |
| float height = ((Gaussian_h+0.05)* exp(-(0.5*pow((vertexDistance)/Gaussian_sd, 2.0)))); |
| pos.z += sin((height)); |
| } |
| |
| float vertexDistance = distance(u_mouse, pos.xy); |
| |
| pos.z += snoise(noisePos*0.6)*0.1; |
| pos.y += snoise(noisePos*0.3)*0.1; |
| pos.x += snoise(noisePos*0.2)*0.1; |
| transfer = snoise(noisePos*0.4); |
| |
| gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(pos.xyz, 1.0); |
| gl_PointSize = aSize*(1.0/-ecPosition.z); |
| } |