1 uniform sampler2D uTexNoise;
8 vec2 uv = (i.xy+vec2(37.0,17.0)*i.z) + f.xy;
9 vec2 rg = texture( uTexNoise, (uv+0.5)/256.0).yx;
10 return mix( rg.x, rg.y, f.z );
13 const mat3 m = mat3( 0.00, 0.80, 0.60,
17 float fractalNoise( vec3 x )
21 f = 0.5000*noise( q ); q = m*q*2.01;
22 f += 0.2500*noise( q ); q = m*q*2.02;
23 f += 0.1250*noise( q ); q = m*q*2.03;
24 f += 0.0625*noise( q ); q = m*q*2.01;