#define GLSLIFY 1
uniform float time;
uniform vec2 resolution;
float noise3D(vec3 p){
return fract(sin(dot(p,vec3(12.9898,78.233,128.852)))*43758.5453)*2.-1.;
}
float simplex3D(vec3 p){
float f3=1./3.;
float s=(p.x+p.y+p.z)*f3;
int i=int(floor(p.x+s));
int j=int(floor(p.y+s));
int k=int(floor(p.z+s));
float g3=1./6.;
float t=float((i+j+k))*g3;
float x0=float(i)-t;
float y0=float(j)-t;
float z0=float(k)-t;
x0=p.x-x0;
y0=p.y-y0;
z0=p.z-z0;
int i1,j1,k1;
int i2,j2,k2;
if(x0>=y0)
{
if(y0>=z0){i1=1;j1=0;k1=0;i2=1;j2=1;k2=0;}
else if(x0>=z0){i1=1;j1=0;k1=0;i2=1;j2=0;k2=1;}
else{i1=0;j1=0;k1=1;i2=1;j2=0;k2=1;}
}
else
{
if(y0<z0){i1=0;j1=0;k1=1;i2=0;j2=1;k2=1;}
else if(x0<z0){i1=0;j1=1;k1=0;i2=0;j2=1;k2=1;}
else{i1=0;j1=1;k1=0;i2=1;j2=1;k2=0;}
}
float x1=x0-float(i1)+g3;
float y1=y0-float(j1)+g3;
float z1=z0-float(k1)+g3;
float x2=x0-float(i2)+2.*g3;
float y2=y0-float(j2)+2.*g3;
float z2=z0-float(k2)+2.*g3;
float x3=x0-1.+3.*g3;
float y3=y0-1.+3.*g3;
float z3=z0-1.+3.*g3;
vec3 ijk0=vec3(i,j,k);
vec3 ijk1=vec3(i+i1,j+j1,k+k1);
vec3 ijk2=vec3(i+i2,j+j2,k+k2);
vec3 ijk3=vec3(i+1,j+1,k+1);
vec3 gr0=normalize(vec3(noise3D(ijk0),noise3D(ijk0*2.01),noise3D(ijk0*2.02)));
vec3 gr1=normalize(vec3(noise3D(ijk1),noise3D(ijk1*2.01),noise3D(ijk1*2.02)));
vec3 gr2=normalize(vec3(noise3D(ijk2),noise3D(ijk2*2.01),noise3D(ijk2*2.02)));
vec3 gr3=normalize(vec3(noise3D(ijk3),noise3D(ijk3*2.01),noise3D(ijk3*2.02)));
float n0=0.;
float n1=0.;
float n2=0.;
float n3=0.;
float t0=.5-x0*x0-y0*y0-z0*z0;
if(t0>=0.)
{
t0*=t0;
n0=t0*t0*dot(gr0,vec3(x0,y0,z0));
}
float t1=.5-x1*x1-y1*y1-z1*z1;
if(t1>=0.)
{
t1*=t1;
n1=t1*t1*dot(gr1,vec3(x1,y1,z1));
}
float t2=.5-x2*x2-y2*y2-z2*z2;
if(t2>=0.)
{
t2*=t2;
n2=t2*t2*dot(gr2,vec3(x2,y2,z2));
}
float t3=.5-x3*x3-y3*y3-z3*z3;
if(t3>=0.)
{
t3*=t3;
n3=t3*t3*dot(gr3,vec3(x3,y3,z3));
}
return 96.*(n0+n1+n2+n3);
}
const float PI=3.14;
const int paletteSize=7;
const vec3[paletteSize]palette=vec3[](
vec3(.87,.84,.85),
vec3(.73,.06,.16),
vec3(.14,.56,.29),
vec3(.85,.07,.13),
vec3(.16,.37,.63),
vec3(.30,.20,.50),
vec3(.95,.62,.20)
);
float sdBox(in vec2 p,in vec2 b){
vec2 d=abs(p)-b;
return length(max(d,0.))+min(max(d.x,d.y),0.);
}
mat2 rotationMatrix(float angle){
angle*=PI/180.;
float s=sin(angle),c=cos(angle);
return mat2(c,-s,s,c);
}
void main(){
vec2 uv=gl_FragCoord.xy/resolution.xy;
vec3 col=palette[0];
vec2 fRes=resolution.yy;
vec2 fUv=gl_FragCoord.xy/fRes;
float h=floor(fUv.x+time*.1);
vec2 fhUv=mod(vec2(fUv.x+time*.1,fUv.y),vec2(1.));
vec2 wfUv=fUv;
wfUv.y+=sin(wfUv.x*3.)*.2;
wfUv*=rotationMatrix(simplex3D(vec3(h+15.42,5.262,21.262))*360.);
int stripeY=int(floor(wfUv.y*10.+time*.5));
int stripeX=int(floor(wfUv.x*5.+simplex3D(vec3(float(stripeY)*14.3727+time*.1))));
vec3 b1Col=palette[int(mod(float(stripeY+stripeX),float(paletteSize)-1.)+1.)];
vec2 b1Uv=(fhUv-vec2(.5))*vec2(2.15,2.25);
float b1Sd=sdBox(b1Uv,vec2(1.));
col=mix(col,b1Col,step(b1Sd,0.));
gl_FragColor=vec4(col,1.);
}