#ifdef GL_ES precision highp float; #endif varying vec2 vPosition; varying vec2 vUV; float rand(vec2 n) { return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float noise(vec2 n) { const vec2 d = vec2(0.0, 1.0); vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); } float fbm(vec2 n) { float total = 0.0, amplitude = 1.0; for (int i = 0; i < 4; i++) { total += noise(n) * amplitude; n += n; amplitude *= 0.5; } return total; } void main(void) { vec3 herb1 = vec3(0.29, 0.38, 0.02); vec3 herb2 = vec3(0.36, 0.49, 0.09); vec3 herb3 = vec3(0.51, 0.6, 0.28); vec3 dirt = vec3(0.6, 0.46, 0.13); vec3 ground = vec3(1,1,1); ground = mix(ground, herb1, rand(gl_FragCoord.xy * 4.0)); ground = mix(ground, herb2, rand(gl_FragCoord.xy * 8.0)); ground = mix(ground, herb3, rand(gl_FragCoord.xy)); ground = mix(ground, herb1, fbm(gl_FragCoord.xy * 16.0)); gl_FragColor = vec4(ground, 1.0); }