#define SRC(...) #__VA_ARGS__ SRC( struct PSInput { float4 position : SV_POSITION; float3 vEC : TEXCOORD; }; struct UBO { float4x4 modelViewProj; float2 Outputsize; float time; }; uniform UBO global; float iqhash(float n) { return frac(sin(n) * 43758.5453); } float noise(float3 x) { float3 p = floor(x); float3 f = frac(x); f = f * f * (3.0 - 2.0 * f); float n = p.x + p.y * 57.0 + 113.0 * p.z; return lerp(lerp(lerp(iqhash(n), iqhash(n + 1.0), f.x), lerp(iqhash(n + 57.0), iqhash(n + 58.0), f.x), f.y), lerp(lerp(iqhash(n + 113.0), iqhash(n + 114.0), f.x), lerp(iqhash(n + 170.0), iqhash(n + 171.0), f.x), f.y), f.z); } float xmb_noise2(float3 x) { return cos(x.z * 4.0) * cos(x.z + global.time / 10.0 + x.x); } PSInput VSMain(float2 position : POSITION) { float3 v = float3(position.x, 0.0, 1.0-position.y); float3 v2 = v; float3 v3 = v; v.y = xmb_noise2(v2) / 8.0; v3.x -= global.time / 5.0; v3.x /= 4.0; v3.z -= global.time / 10.0; v3.y -= global.time / 100.0; v.z -= noise(v3 * 7.0) / 15.0; v.y -= noise(v3 * 7.0) / 15.0 + cos(v.x * 2.0 - global.time / 2.0) / 5.0 - 0.3; v.y = -v.y; PSInput output; output.position = float4(v.xy, 0.0, 1.0); output.vEC = v; return output; } float4 PSMain(PSInput input) : SV_TARGET { const float3 up = float3(0.0, 0.0, 1.0); float3 x = ddx(input.vEC); float3 y = ddy(input.vEC); float3 normal = normalize(cross(x, y)); float c = 1.0 - dot(normal, up); c = (1.0 - cos(c * c)) / 13.0; return float4(c, c, c, 1.0); // return float4(c, c, c, c); // return float4(1.0, 1.0, 1.0, c); // return float4(1.0, 0.0, 1.0, 1.0); }; )