#version 430 layout(local_size_x = 1, local_size_y = 1) in; uniform float seconds = 0; layout(rgba8) uniform readonly image2D noise_texture; layout(rgba8) uniform writeonly image2D output_image; float sample_noise(in vec2 p) { vec4 noise = imageLoad(noise_texture, ivec2(p * imageSize(noise_texture))); return noise.x; } float gen_pattern(in vec2 p, out vec3 coloring_factor, out vec3 coloring_factor2) { float s1 = sample_noise(p + sample_noise(p) * vec2(0.5, 0.1)); float s2 = sample_noise(p + sample_noise(p) * vec2(0.8, 0.4)); float s3 = sample_noise(p + sample_noise(p)); coloring_factor = vec3(s1, s2, 0.8); coloring_factor2 = vec3(s2, 0.2, s3); return sample_noise(p + s2 * s1 * s3); } void main() { vec2 resolution = vec2(imageSize(output_image).xy); float aspect_ratio = resolution.y / resolution.x; vec2 uv = gl_GlobalInvocationID.xy * vec2(1.0, aspect_ratio) / resolution; vec3 coloring_factor; vec3 coloring_factor2; float v = gen_pattern(uv, coloring_factor, coloring_factor2); vec3 color = mix(coloring_factor, coloring_factor2, v); imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1)); }