water.glsl 2.86 KB
uniform float intensity;
uniform float progress;
uniform sampler2D src1;
uniform sampler2D src2;
uniform vec4 resolution;
varying vec2 vUv;
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;
    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)));
}
vec3 curlNoise(vec3 p) {
    const float e = 0.1;
    float n1 = snoise(vec3(p.x, p.y + e, p.z));
    float n2 = snoise(vec3(p.x, p.y - e, p.z));
    float n3 = snoise(vec3(p.x, p.y, p.z + e));
    float n4 = snoise(vec3(p.x, p.y, p.z - e));
    float n5 = snoise(vec3(p.x + e, p.y, p.z));
    float n6 = snoise(vec3(p.x - e, p.y, p.z));
    float x = n2 - n1 - n4 + n3;
    float y = n4 - n3 - n6 + n5;
    float z = n6 - n5 - n2 + n1;
    const float divisor = 1.0 / (2.0 * e);
    return normalize(vec3(x, y, z) * divisor);
}
void main() {
    vec2 nUV = (vUv - vec2(0.5)) * resolution.zw + vec2(0.5);
    float f = progress;
    vec3 curl = curlNoise(vec3(nUV, 1.) * intensity + progress * .5) / 1.;
    vec4 t0 = TEXTURE2D(src1, vec2(nUV.x, nUV.y + f * (curl.x)));
    vec4 t1 = TEXTURE2D(src2, vec2(nUV.x, nUV.y + (1. - f) * (curl.x)));
    nUV.x += curl.x;
    gl_FragColor = mix(t0, t1, f);
}