fragShaderSource = `
precision highp float; // 声明float的精度
#define PI 3.14159265359
// JS与shader单向通信的变量
uniform vec2 u_size; // 当前画布的尺寸
uniform float u_dpr; // 绘制环境的devicePixelRatio
// 根据输入的value和目标value
// 返回位于目标点[0.0, +half_pi]范围内的突变值
float step_filter(float value, float taget_value){
return step(taget_value, value) -
step(taget_value + 0.2, value);
}
// 2D Random
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Smooth Interpolation
// Cubic Hermine Curve. Same as SmoothStep()
vec2 u = f*f*(3.0-2.0*f);
// u = smoothstep(0.,1.,f);
// Mix 4 coorners percentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
// color pattern
vec3 color_1 = vec3(45.0, 89, 198) / vec3(255.0);
vec3 color_2 = vec3(49, 142, 222) / vec3(255.0);
vec3 color_3 = vec3(38, 205, 213) / vec3(255.0);
vec3 color_4 = vec3(118, 224, 214) / vec3(255.0);
void main() {
vec2 st = gl_FragCoord.xy/u_size.xy;
vec3 color = vec3(0.0);
vec2 pos = vec2(0.5) - st; // 中心指向当前坐标点的向量
float distance = length(pos)*2.0; // 中心点到当前坐标点的距离
float n = noise(gl_FragCoord.xy); // 生成噪声值
float alpha = atan(pos.y,pos.x); // 当前位置对应的旋转角
float f = sin(alpha * 5.) * n; // 当前角度对应的函数值
color = mix(color, color_4, step_filter(distance, f)); // 比较实际距离 distance 和函数值 f 的大小
gl_FragColor = vec4(color, 1.0); // 进而影响当前像素的最终颜色
}
`