Add noise

This commit is contained in:
Joshua Seigler 2019-11-05 14:40:42 -05:00
parent df579cead2
commit 0e271449a6
4 changed files with 47 additions and 18 deletions

View file

@ -0,0 +1,17 @@
precision mediump float;
uniform vec2 u_resolution;
float random (vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))*
43758.5453123);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
float rnd = random( st );
gl_FragColor = vec4(vec3(rnd),0.05);
}

View file

@ -1,21 +1,23 @@
new p5(sketch => {
sketch.disableFriendlyErrors = true;
// reused dimensions and a seed
let seed, width, height, maxD, goalInstances;
let seed, width, height, maxD, goalInstances, noiseResolution, blurQuality;
// offscreen layers
let buffer, pass1, pass2;
let buffer, pass1, pass2, noise;
// shaders
let blurH, blurV;
let blurH, blurV, whiteNoise;
sketch.preload = () => {
// shaders, we will use the same vertex shader and frag shaders for both passes
blurH = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
blurV = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
blurH = sketch.loadShader('shaders/base.vert', 'shaders/blur-two-pass.frag');
blurV = sketch.loadShader('shaders/base.vert', 'shaders/blur-two-pass.frag');
whiteNoise = sketch.loadShader('shaders/base.vert', 'shaders/white-noise.frag');
}
sketch.setup = () => {
goalInstances = 100;
noiseResolution = 2;
blurQuality = 2;
goalInstances = 70;
window.onhashchange = () => {
seed = window.location.hash.substr(1);
@ -28,17 +30,20 @@ new p5(sketch => {
width = sketch.windowWidth;
height = sketch.windowHeight;
maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
sketch.createCanvas(width, height);
maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
buffer = sketch.createGraphics(maxD, maxD);
pass1 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
pass2 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
noise = sketch.createGraphics(width, height, sketch.WEBGL);
buffer.noStroke();
pass1.noStroke();
pass2.noStroke();
noise.noStroke();
generate();
};
@ -71,13 +76,12 @@ new p5(sketch => {
sketch.blendMode(sketch.BLEND);
sketch.background('#000');
sketch.blendMode(sketch.ADD);
let resolution = 2;
let sqpxEach = width * height / goalInstances; // square pixels per circle, helps with gridding
let unit = Math.sqrt(sqpxEach);
let rows = Math.max(1, Math.round(height / unit)) + 1;
let cols = Math.max(1, Math.round(width / unit)) + 1;
let noiseOffset = sketch.random(0, 1000);
let noiseOffset = sketch.random(0, noiseResolution * 1000);
let indices = [];
for (let i = 0; i < rows * cols; i++) {
indices[i] = i;
@ -93,28 +97,28 @@ new p5(sketch => {
// perlin noise "intensity"
let intensity = sketch.noise(
noiseOffset + row / rows * resolution,
noiseOffset + col / cols * resolution
noiseOffset + row / rows * noiseResolution,
noiseOffset + col / cols * noiseResolution
);
let d = maxD * intensity; // diameter
let c = sketch.color(100 * sketch.random(), 100, intensity * 90 + 10, intensity * 70 + 10); // color
buffer.fill(c);
buffer.circle(maxD / 2, maxD / 2, d); // always at the center of the buffer
let iterations = 2;
let blurSize = maxD / 80;
for (let pass = 0; pass < iterations; pass++) {
let radius = (iterations - pass) * blurSize / iterations;
// blurQuality is number of blur iterations
for (let pass = 0; pass < blurQuality; pass++) {
let radius = (blurQuality - pass) * blurSize / blurQuality;
pass1.shader(blurH);
blurH.setUniform('tex0', pass == 0 ? buffer : pass2);
blurH.setUniform('texelSize', [radius/maxD, radius/maxD]);
blurH.setUniform('direction', [1.0, 0.0]);
pass1.rect(0,0,maxD, maxD);
pass1.rect(0, 0, maxD, maxD);
pass2.shader(blurV);
blurV.setUniform('tex0', pass1);
blurV.setUniform('texelSize', [radius/maxD, radius/maxD]);
blurV.setUniform('direction', [0.0, 1.0]);
pass2.rect(0,0,maxD, maxD);
pass2.rect(0, 0, maxD, maxD);
}
buffer.image(pass2, 0, 0, maxD, maxD);
@ -149,6 +153,14 @@ new p5(sketch => {
sketch.image(buffer, w - maxD / 2, h - maxD / 2);
}
noise.shader(whiteNoise);
whiteNoise.setUniform('u_resolution', [width, height]);
whiteNoise.setUniform('u_mean', 0.5);
whiteNoise.setUniform('u_variation', 0.5);
noise.rect(0, 0, width, height);
sketch.blendMode(sketch.OVERLAY);
sketch.image(noise, 0, 0);
}
function shuffle(array) { // Fisher-Yates shuffle