```glsl precision mediump float; uniform float time; uniform vec2 resolution; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; float speed = 2.0; float cloudiness = cos(uv.y * 10.0 + time * speed) * sin(uv.x * 5.0 + time * speed); vec3 color = vec3(1.0 - cloudiness * 0.1, 0.8 - cloudiness * 0.2, 1.0 - cloudiness * 0.3); color = floor(color * 5.0) / 5.0; gl_FragColor = vec4(color, 1.0); } ```
```glsl precision mediump float; uniform float time; uniform vec2 resolution; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; float movement = sin(time) * 0.1; vec2 cloud_uv = uv + vec2(movement, 0.0); vec3 cloud_color = vec3(0.9, 0.7, 0.8); float noise_value = fract(sin(dot(cloud_uv, vec2(12.9898, 78.233))) * 43758.5453); float cloud_density = smoothstep(0.4, 0.6, noise_value); float cloud_coverage = smoothstep(0.5, 0.7, noise_value); vec3 final_color = mix(cloud_color, vec3(1.0), cloud_density); gl_FragColor = vec4(final_color, cloud_coverage); } ```
```glsl precision mediump float; uniform float time; uniform vec2 resolution; void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; float speed = 2.0; float frequency = 7.0; float displacement = sin(uv.x * frequency + time * speed) * cos(uv.y * frequency + time * speed); vec3 color = vec3(0.5 + 0.5 * sin(displacement + time * speed * 0.2), 0.6 + 0.4 * cos(displacement + time * speed * 0.1), 0.8 + 0.2 * sin(displacement + time * speed * 0.3)); color = floor(color * 5.0) / 5.0; gl_FragColor = vec4(color, 1.0); } ```

13 Runs

6/23/2023, 5:35:19 PM

glif - GLSL ES1 shader generator by jamiedubs