diff --git a/html/index.html b/html/index.html
index 571edc7..6a38d01 100644
--- a/html/index.html
+++ b/html/index.html
@@ -66,29 +66,30 @@
vec2 f = pos.xy - i;
vec2 blend = f * f * (3.0 -(2.0 * f));
float noiseVal =
- mix(
- mix(
- dot(GetGradient(i + vec2(0, 0), pos.z), f - vec2(0, 0)),
- dot(GetGradient(i + vec2(1, 0), pos.z), f - vec2(1, 0)),
- blend.x),
- mix(
- dot(GetGradient(i + vec2(0, 1), pos.z), f - vec2(0, 1)),
- dot(GetGradient(i + vec2(1, 1), pos.z), f - vec2(1, 1)),
- blend.x),
- blend.y
- );
- return noiseVal / 0.7;// normalize to about [-1..1]
+ mix(
+ mix(
+ dot(GetGradient(i + vec2(0, 0), pos.z), f - vec2(0, 0)),
+ dot(GetGradient(i + vec2(1, 0), pos.z), f - vec2(1, 0)),
+ blend.x),
+ mix(
+ dot(GetGradient(i + vec2(0, 1), pos.z), f - vec2(0, 1)),
+ dot(GetGradient(i + vec2(1, 1), pos.z), f - vec2(1, 1)),
+ blend.x),
+ blend.y
+ );
+ return noiseVal / 0.7;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.y;
-
- float time = iTime * (iTime * 0.1);
vec2 uvm = iMouse.xy / iResolution.y;
- float noiseVal = 0.5 + 0.5 * Pseudo3dNoise(vec3(uv *6.0, time/10.));
+
+ float time = (80.-(1.*uvm.y)) * sin(iTime / 30000.);
+
+ float noiseVal = 0.5 + 0.1 + (time/100.) * Pseudo3dNoise(vec3(uv * (6. + (0.07 * uvm.x)), time/10.));
float val = sin(noiseVal * time + (sin(time) * time / 10.));
- fragColor.rgba = vec4(val, val, val, 1.);
+ fragColor.rgba = vec4(vec3(val), 1.0);
}
void main() {
@@ -99,8 +100,6 @@