1D Noise
by SQShu
HTML
<!DOCTYPE html>
<html lang="en">
<head>
<style>
body {
margin: 0px;
background-color: #000000;
overflow: hidden;
}
</style>
<script src = "https://cdnjs.cloudflare.com/ajax/libs/three.js/109/three.min.js"></script>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body, #container {
overflow: hidden;
}
</style>
</head>
<body>
<div id="container"></div>
<script id="vertexShader" type="x-shader/x-vertex">
void main() { gl_Position = vec4( position, 1.0 ); }
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
//============================================================
//PUT YOUR GLSL CODE HERE
//============================================================
precision mediump float;
uniform vec2 resolution;
uniform vec2 mouse;
uniform highp float time;
float randfm(float x,float freq, float amp) {
//this is a basic FM signal generator
return sin(205.3+(cos(x*freq)*amp));
}
void main(){
vec2 pos = gl_FragCoord.xy/resolution;
float x = randfm(pos.x,10.,10000.0);
x *= 100.;
//x = floor(x);
x = fract(x);
gl_FragColor = vec4(vec3(x),1.0);
}
//============================================================
//END OF GLSL CODE
//============================================================
</script>
<script>
//change the resolution here. 1 is highest
var pixel_resolution = 2;
var container, stats;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById('container');
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry(2,...