uniform float brightness;
uniform vec2 iResolution;
uniform float time; // For animation
// Simplex noise function
return x - floor(x * (1.0 / 289.0)) * 289.0;
return x - floor(x * (1.0 / 289.0)) * 289.0;
return mod289(((x * 34.0) + 1.0) * x);
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
return 42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
return mod289(((x * 34.0) + 1.0) * x);
vec3 taylorInvSqrt(vec3 r) {
return 1.79284291400159 - 0.85373472095314 * r;
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
// Cell Noise (Mosaic Noise)
float cellNoise(vec3 p) {
res += step(0.5, f.x) * step(0.5, f.y) * step(0.5, f.z);
res += step(0.5, 1.0 - f.x) * step(0.5, f.y) * step(0.5, f.z);
res += step(0.5, f.x) * step(0.5, 1.0 - f.y) * step(0.5, f.z);
res += step(0.5, f.x) * step(0.5, f.y) * step(0.5, 1.0 - f.z);
res += step(0.5, 1.0 - f.x) * step(0.5, 1.0 - f.y) * step(0.5, f.z);
res += step(0.5, 1.0 - f.x) * step(0.5, f.y) * step(0.5, 1.0 - f.z);
res += step(0.5, f.x) * step(0.5, 1.0 - f.y) * step(0.5, 1.0 - f.z);
res += step(0.5, 1.0 - f.x) * step(0.5, 1.0 - f.y) * step(0.5, 1.0 - f.z);
for (int k = -1; k <= 1; k++)
for (int j = -1; j <= 1; j++)
for (int i = -1; i <= 1; i++) {
vec3 cell = vec3(float(i), float(j), float(k));
vec3 pos = cell + fract(sin(dot(cell + id, vec3(37.0, 17.0, 29.0))) * 43758.5453);
d = min(d, length(pos - fract(p)));
for (int k = -1; k <= 1; k++)
for (int j = -1; j <= 1; j++)
for (int i = -1; i <= 1; i++) {
vec3 cell = vec3(float(i), float(j), float(k));
vec3 pos = cell + fract(sin(dot(cell + id, vec3(37.0, 17.0, 29.0))) * 43758.5453);
float dist = length(pos - fract(p));
float blisteredTurbulence(vec3 p) {
return abs(perlin(p) - 0.5) * 2.0;
return perlin(p * 2.0) - 0.5;
float displacedVoronoi(vec3 p) {
return voronoi(p + perlin(p * 0.5));
// FBM (Fractal Brownian Motion)
for (int i = 0; i < 5; i++) {
value += amplitude * perlin(p);
return perlin(p) * perlin(p * 0.5);
return fract(perlin(p) * 10.0);
return fract(perlin(p * 0.5) * 5.0);
return 1.0 - abs(perlin(p));
return step(0.5, perlin(p));
return perlin(p) * step(0.5, fract(p.x * p.y));
float turbulence(vec3 p) {
return abs(perlin(p * 2.0));
float wavyTurbulence(vec3 p) {
return sin(perlin(p) * 3.14);
float applyContrast(float color, float contrast) {
return (color - 0.5) * max(contrast, 0.0) + 0.5;
float applyBrightness(float color, float brightness) {
return color + brightness;
vec2 uv = gl_FragCoord.xy / iResolution.xy;
vec3 p = vec3(uv * frequency * scale, time * speed); // Adding z-axis using time
} else if (noiseType == 1) {
} else if (noiseType == 2) {
} else if (noiseType == 3) {
} else if (noiseType == 4) {
} else if (noiseType == 5) {
n = blisteredTurbulence(p);
} else if (noiseType == 6) {
} else if (noiseType == 7) {
} else if (noiseType == 8) {
} else if (noiseType == 9) {
} else if (noiseType == 10) {
} else if (noiseType == 11) {
} else if (noiseType == 12) {
} else if (noiseType == 13) {
} else if (noiseType == 14) {
} else if (noiseType == 15) {
} else if (noiseType == 16) {
} else if (noiseType == 17) {
n = clamp(n, lowClip, highClip);
// Apply brightness and contrast
n = applyContrast(n, contrast);
n = applyBrightness(n, brightness);
fragColor = vec4(vec3(n), 1.0);