Search code examples
openglglslrectanglesfragment-shadernoise

How do I make a series of colorful Rectangles using noise?


I am currently learning about generating Noise patterns in GLSL.

I am trying to create a composition of rectangles, colors and noise using a fragment shader in GLSL. Here is my current code:

#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 u_resolution;
uniform vec2 u_mouse;

// 2D Random
float random (in vec2 st) {
    return fract(sin(dot(st.xy,
                     vec2(12.9898, 79)))
             * 43758.5453123);
}

float noise (in vec2 st) 
{
    vec2 i = floor(st + 1.0);
    vec2 f = fract(st);

    // Four corners in 2D of a tile
    float a = random(i);
    float b = random(i + vec2(1.0, 0.0));
    float c = random(i + vec2(0.0, 1.0));
    float d = random(i + vec2(1.0, 1.0));

    vec2 u = f*f*(3.0-2.0*f);
    u = smoothstep(0.6, 1.0, f);

    // Mix 4 coorners percentages
    return mix(a, b, u.x) +
        (c - a)* u.y * (1.0 - u.x) +
        (d - b) * u.x * u.y;
}

void main() {
    vec2 st = gl_FragCoord.xy/u_resolution.xy;

    vec3 color = vec3(0.423,0.459,1.000);

    vec2 pos = vec2(st * 4.0);

    // Use the noise function
    float n = noise(pos);

    gl_FragColor = vec4(vec3(n), color);
}

Currently all I can get it to generate are black and white squares and rectangles and no matter how I adjust my "vec3 color" variable I can't get it show the rectangles in various colors.

My question is: how can I adjust my code so that it breaks down into just a handful of rectangles instead of squares and rectangles and how can I make my color apply to those rectangles?? This is all still foreign to me so any help is appreciated.


Solution

  • how can I make my color apply to those rectangles

    You have to multiply color by the gradient n:

    gl_FragColor = vec4(color * n, 1.0);
    

    The misalignment of the rectangles is related to the line

    u = smoothstep(0.6, 1.0, f)
    

    You have to shift the rectangles dependent on the size of the smooth area:

    float noise (in vec2 st) 
    {
        float smoothsize = 0.2;  
        st -= smoothsize;
        vec2 i = floor(st + 1.0);
        vec2 f = fract(st);
    
        // [...]
    
        vec2 u = f*f*(3.0-2.0*f);
        u = smoothstep(1.0- 2.0*smoothsize, 1.0, f);
        
        // [...]
    }
    

    If you want to generate squares instead of rectangles, then you have to scale the st.x by the aspect ratio:

    vec2 st = gl_FragCoord.xy/u_resolution.xy;
    st.x *= u_resolution.x/u_resolution.y; 
    

    Complete fragment shader:

    #ifdef GL_ES
    precision mediump float;
    #endif
    
    uniform vec2 u_resolution;
    uniform vec2 u_mouse;
    
    // 2D Random
    float random (in vec2 st)
    {
        return fract(sin(dot(st.xy, vec2(12.9898, 79))) * 43758.5453123);
    }
    
    float noise (in vec2 st) 
    {
        float smoothsize = 0.2;
        st -= smoothsize;
        vec2 i = floor(st + 1.0);
        vec2 f = fract(st);
    
        // Four corners in 2D of a tile
        float a = random(i);
        float b = random(i + vec2(1.0, 0.0));
        float c = random(i + vec2(0.0, 1.0));
        float d = random(i + vec2(1.0, 1.0));
    
        vec2 u = f*f*(3.0-2.0*f);
        u = smoothstep(1.0- 2.0*smoothsize, 1.0, f);
    
        // Mix 4 corners percentages
        return mix(a, b, u.x) + (c-a) * u.y * (1.0-u.x) + (d-b) * u.x * u.y;
    }
    
    void main() {
        vec2 st = gl_FragCoord.xy/u_resolution.xy;
        // st.x *= u_resolution.x/u_resolution.y; <--- optional
    
        // Use the noise function
        float n = noise(st * 4.0);
    
        vec3 color = vec3(0.423,0.459,1.000);
        gl_FragColor = vec4(color * n, 1.0);
    }