2_3_hash2d3d
コード 2.4, 図 2.7:
2_3_hash2d3d.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;ivec2 channel;const uint UINT_MAX = 0xffffffffu;uvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);uvec3 u = uvec3(1, 2, 3);uvec2 uhash22(uvec2 n){n ^= (n.yx << u.xy);n ^= (n.yx >> u.xy);n *= k.xy;n ^= (n.yx << u.xy);return n * k.xy;}uvec3 uhash33(uvec3 n){n ^= (n.yzx << u);n ^= (n.yzx >> u);n *= k;n ^= (n.yzx << u);return n * k;}vec2 hash22(vec2 p){uvec2 n = floatBitsToUint(p);return vec2(uhash22(n)) / vec2(UINT_MAX);}vec3 hash33(vec3 p){uvec3 n = floatBitsToUint(p);return vec3(uhash33(n)) / vec3(UINT_MAX);}float hash21(vec2 p){uvec2 n = floatBitsToUint(p);return float(uhash22(n).x) / float(UINT_MAX);//nesting approach//return float(uhash11(n.x+uhash11(n.y)) / float(UINT_MAX)}float hash31(vec3 p){uvec3 n = floatBitsToUint(p);return float(uhash33(n).x) / float(UINT_MAX);//nesting approach//return float(uhash11(n.x+uhash11(n.y+uhash11(n.z))) / float(UINT_MAX)}void main(){float time = floor(60.* u_time);vec2 pos = gl_FragCoord.xy + time;channel = ivec2(gl_FragCoord.xy * 2.0 / u_resolution.xy);if (channel[0] == 0){ //leftif (channel[1] == 0){fragColor.rgb = vec3(hash21(pos));} else {fragColor.rgb = vec3(hash22(pos), 1.0);}} else { //rightif (channel[1] == 0){fragColor.rgb = vec3(hash31(vec3(pos, time)));} else {fragColor.rgb = hash33(vec3(pos, time));}}fragColor.a = 1.0;}