// Drunken stupor effect using fractal Brownian motion and Perlin noise // (c) moni-dz (https://github.com/moni-dz) // CC BY-NC-SA 4.0 (https://creativecommons.org/licenses/by-nc-sa/4.0/) vec2 hash2(vec2 p) { uvec2 q = uvec2(floatBitsToUint(p.x), floatBitsToUint(p.y)); q = (q * uvec2(1597334673U, 3812015801U)) ^ (q.yx * uvec2(2798796415U, 1979697793U)); return vec2(q) * (1.0/float(0xffffffffU)) * 2.0 - 1.0; } float perlin2d(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); vec2 u = f*f*(3.0-2.0*f); return mix(mix(dot(hash2(i + vec2(0.0,0.0)), f - vec2(0.0,0.0)), dot(hash2(i + vec2(1.0,0.0)), f - vec2(1.0,0.0)), u.x), mix(dot(hash2(i + vec2(0.0,1.0)), f - vec2(0.0,1.0)), dot(hash2(i + vec2(1.0,1.0)), f - vec2(1.0,1.0)), u.x), u.y); } #define OCTAVES 10 // How many passes of fractal Brownian motion to perform #define GAIN 0.5 // How much should each pixel move #define LACUNARITY 2.0 // How fast should each ripple be per pass float fbm(vec2 p) { float sum = 0.0; float amp = 0.5; float freq = 1.0; for(int i = 0; i < OCTAVES; i++) { sum += amp * perlin2d(p * freq); freq *= LACUNARITY; amp *= GAIN; } return sum; } #define NOISE_SCALE 1.0 // How distorted the image you want to be #define NOISE_INTENSITY 0.05 // How strong the noise effect is #define ABERRATION true // Chromatic aberration #define ABERRATION_DELTA 0.1 // How strong the chromatic aberration effect is #define ANIMATE true #define SPEED 0.4 // Animation speed void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord/iResolution.xy; float time = ANIMATE ? iTime * SPEED : 0.0; vec2 noisePos = uv * NOISE_SCALE + vec2(time); float noise = fbm(noisePos) * NOISE_INTENSITY; vec3 col; if (ABERRATION) { col.r = texture(iChannel0, uv + vec2(noise * (1.0 + ABERRATION_DELTA))).r; col.g = texture(iChannel0, uv + vec2(noise)).g; col.b = texture(iChannel0, uv + vec2(noise * (1.0 - ABERRATION_DELTA))).b; } else { vec2 distortedUV = uv + vec2(noise); col = texture(iChannel0, distortedUV).rgb; } fragColor = vec4(col, 1.0); }