Custom ISF shader that picks the output pixel using an offset from the input pixel. The offset is chosen using simplex noise times a scaling value which I've made audio-reactive. Overall it's really simple, I'm using a found noise function, but pretty fun. Hand-written, not using the new AI ISF capability.
[isf]
/*{
"CATEGORIES": [
"XXX"
],
"CREDIT": "",
"DESCRIPTION": "",
"INPUTS": [
{
"LABEL": "Image",
"NAME": "inputImage",
"TYPE": "image"
},
{
"DEFAULT": 25,
"LABEL": "Noise Scale",
"MAX": 100,
"MIN": 1,
"NAME": "noiseScale",
"TYPE": "float"
},
{
"DEFAULT": 1,
"LABEL": "Time Scale",
"MAX": 10,
"MIN": 0.01,
"NAME": "timeScale",
"TYPE": "float"
},
{
"LABEL": "Distortion",
"MAX": 1,
"MIN": 0,
"NAME": "distort",
"TYPE": "float"
}
],
"ISFVSN": "2"
}
*/
// Simplex 3D Noise
// by Ian McEwan, Stefan Gustavson (https://github.com/stegu/webgl-noise)
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
float ar = RENDERSIZE.x / RENDERSIZE.y;
vec3 noisy = vec3(isf_FragNormCoord.x*noiseScale, isf_FragNormCoord.y*noiseScale, TIME*timeScale);
vec2 selected = isf_FragNormCoord;
float distort = 0.05 * distort;
selected.x = clamp(snoise(noisy)*distort+ selected.x, 0.0, 1.0);
noisy.z += 5.0;
selected.y = clamp(snoise(noisy)*distort*ar + selected.y,0.0,1.0);
gl_FragColor = IMG_NORM_PIXEL(inputImage, selected);
}
[/isf]
No man, *you* took the acid
Re: No man, *you* took the acid
¯\_(ツ)_/¯
LOL - nice one.
LOL - nice one.
-
Terry Payman
- Posts: 807
- Joined: Sun Sep 14, 2014 8:15 am
- Location: UK
- Contact:
Re: No man, *you* took the acid
Cool!
Thanks for sharing
Thanks for sharing