исправил тему!
сделайте всё заново
до сих пор белый экран
мб в самом шейдере проблема?
#ifdef GL_ES
precision highp float;
#endif
#extension GL_OES_standard_derivatives : enable
#define NUM_OCTAVES 6
uniform float time;
uniform float w;
uniform float h;
mat3 rotX(float a) {
float c = cos(a);
float s = sin(a);
return mat3(
1, 0, 0,
0, c, -s,
0, s, c
);
}
mat3 rotY(float a) {
float c = cos(a);
float s = sin(a);
return mat3(
c, 0, -s,
0, 1, 0,
s, 0, c
);
}
float random(vec2 pos) {
return fract(sin(dot(pos.xy, vec2(13.9898, 78.233))) * 43758.5453123);
}
float noise(vec2 pos) {
vec2 i = floor(pos);
vec2 f = fract(pos);
float a = random(i + vec2(0.0, 0.0));
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));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
float fbm(vec2 pos) {
float v = 0.0;
float a = 0.5;
vec2 shift = vec2(100.0);
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.5));
for (int i = 0; i < NUM_OCTAVES; i++) {
float dir = mod(float(i), 2.0) > 0.5 ? 1.0 : -1.0;
v += a * noise(pos - 0.05 * dir * time);
pos = rot * pos * 2.0 + shift;
a *= 0.5;
}
return v;
}
void main(void) {
vec2 p = (gl_FragCoord.xy * 3.0 - vec2(w,h)) / min(w, h);
p -= vec2(12.0, 0.0);
float t = 0.0, d;
float time2 = 1.0;
vec2 q = vec2(0.0);
q.x = fbm(p + 0.00 * time2);
q.y = fbm(p + vec2(1.0));
vec2 r = vec2(0.0);
r.x = fbm(p + 1.0 * q + vec2(1.7, 1.2) + 0.15 * time2);
r.y = fbm(p + 1.0 * q + vec2(8.3, 2.8) + 0.126 * time2);
float f = fbm(p + r);
// DS: hornidev
vec3 color = mix(
vec3(1.0, 1.0, 2.0),
vec3(1.0, 1.0, 1.0),
clamp((f * f) * 5.5, 1.2, 15.5)
);
color = mix(
color,
vec3(1.0, 1.0, 1.0),
clamp(length(q), 2.0, 2.0)
);
color = mix(
color,
vec3(0.3, 0.2, 1.0),
clamp(length(r.x), 0.0, 5.0)
);
color = (f * f * f * 1.0 + 0.5 * 1.7 * 0.0 + 0.9 * f) * color;
vec2 uv = gl_FragCoord.xy / vec2(w,h);
float alpha = 50.0 - max(pow(100.0 * distance(uv.x, -1.0), 0.0), pow(2.0 * distance(uv.y, 0.5), 5.0));
gl_FragColor = vec4(color * 100.0, color.r);
gl_FragColor = vec4(color, alpha * color.r);
}