JavaScript
// create a renderer instance.
var renderer = PIXI.autoDetectRenderer(400, 300, {
antialias: true,
transparent: true
});
var gfx = new PIXI.Graphics();
gfx.beginFill(0xFF0000);
gfx.drawRoundedRect(50,50,100,50,10);
gfx.endFill();
var shader = [
"precision lowp float;",
"uniform sampler2D tDiffuse;",
"uniform float time;",
"uniform float distortion;",
"uniform float distortion2;",
"uniform float speed;",
"uniform float rollSpeed;",
"varying vec2 vUv;",
// Start Ashima 2D Simplex Noise
"vec3 mod289(vec3 x) {",
" return x - floor(x * (1.0 / 289.0)) * 289.0;",
"}",
"vec2 mod289(vec2 x) {",
" return x - floor(x * (1.0 / 289.0)) * 289.0;",
"}",
"vec3 permute(vec3 x) {",
" return mod289(((x*34.0)+1.0)*x);",
"}",
"float snoise(vec2 v)",
" {",
" const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0",
" 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)",
" -0.577350269189626, // -1.0 + 2.0 * C.x",
" 0.024390243902439); // 1.0 / 41.0",
" vec2 i = floor(v + dot(v, C.yy) );",
" vec2 x0 = v - i + dot(i, C.xx);",
" vec2 i1;",
" i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);",
" vec4 x12 = x0.xyxy + C.xxzz;",
" x12.xy -= i1;",
" i = mod289(i); // Avoid truncation effects in permutation",
" vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))",
" + i.x + vec3(0.0, i1.x, 1.0 ));",
" vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);",
" m = m*m ;",
" m = m*m ;",
" vec3 x = 2.0 * fract(p * C.www) - 1.0;",
" vec3 h = abs(x) - 0.5;",
" vec3 ox = floor(x + 0.5);",
" vec3 a0 = x - ox;",
" m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );",
" vec3 g;",
" g.x = a0.x * x0.x + h.x * x0.y;",
" g.yz = a0.yz * x12.xz + h.yz * x12.yw;",
" return 130.0 * dot(m, g);",
"}",
// End Ashima 2D Simplex Noise
"void main()...