precision highp float; attribute vec3 aPosition; attribute vec2 aTexCoord; attribute vec4 aVertexColor; uniform mat4 uModelViewMatrix; uniform mat4 uProjectionMatrix; varying vec2 vTexCoord; varying vec4 vVertexColor; void main() { // Apply the camera transform vec4 viewModelPosition = uModelViewMatrix * vec4(aPosition, 1.0); // Tell WebGL where the vertex goes gl_Position = uProjectionMatrix * viewModelPosition; // Pass along data to the fragment shader vTexCoord = aTexCoord; vVertexColor = aVertexColor; }
precision highp float; varying vec2 vTexCoord; varying vec4 vVertexColor; void main() { // Tell WebGL what color to make the pixel gl_FragColor = vVertexColor; }
Courtesy of Patricio Gonzalez Vivo from The Book of Shaders
float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float rand(float n){return fract(sin(n) * 43758.5453123);} float noise(float p){ float fl = floor(p); float fc = fract(p); return mix(rand(fl), rand(fl + 1.0), fc); } float noise(vec2 n) { const vec2 d = vec2(0.0, 1.0); vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); }