// Found this on GLSL sandbox. I really liked it, changed a few things and made it tileable. // :) // by David Hoskins. // Water turbulence effect by joltz0r 2013-07-04, improved 2013-07-07 // Redefine below to see the tiling... //#define SHOW_TILING #define TAU 6.28318530718 #define MAX_ITER 5 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 iResolution; iResolution.x=7.0; iResolution.y=7.0; float time = iGlobalTime * .5+23.0; // uv should be the 0-1 uv of texture... vec2 uv = fragCoord.xy / iResolution.xy; #ifdef SHOW_TILING vec2 p = mod(uv*TAU*2.0, TAU)-250.0; #else vec2 p = mod(uv*TAU, TAU)-250.0; #endif vec2 i = vec2(p); float c = 1.0; float inten = .005; for (int n = 0; n < MAX_ITER; n++) { float t = time * (1.0 - (3.5 / float(n+1))); i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x)); c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten))); } c /= float(MAX_ITER); c = 1.17-pow(c, 1.4); vec3 colour = vec3(pow(abs(c), 8.0)); colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0); #ifdef SHOW_TILING // Flash tile borders... vec2 pixel = 2.0 / iResolution.xy; uv *= 2.0; float f = floor(mod(iGlobalTime*.5, 2.0)); // Flash value. vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash. uv = step(fract(uv), pixel); // Add one line of pixels per tile. colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line #endif fragColor = vec4(colour, 1.0); } // This is the function that is being called by us vec4 getProceduralColor() { // retrieve the position to get the color vec2 position = _position.xz; // add a half to all the axes to adjust them to our method position += 0.5; // invert the y axis position.y = 1.0 - position.y; // initialize the result value vec4 result; // We call shadertoy their entry point here, which is mainImage for normal viewports // This function writes to the result value, as input we enter the position multiplied by the current worldscale mainImage(result, position * iWorldScale.xz); // Return the colour vector to our renderer in Interface return result; }