# Assignment 3

For this assignment I worked on applying last week’s course content to my sketch. I added a grid as well as used noise to alter the trapezoids sides. I used the clamp function to limit the distortion of the noise and sine waves to distort the various lines in the grid.

```vec2 createGrid(in vec2 st, in vec2 grid, out vec2 indices){
st*= grid;
indices = floor(st);
st= fract(st);
return(st);
}

// Funtion to check the grid and give each cell a different pattern
bool gridCheck(in float gridName, in float check, in float div){
bool res;
if(mod(gridName, div)==check){
res= true;
}else{
res=false;
}
return(res);
}

//Noise Function referenced from The Book of Shaders
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
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 = mod(i, 289.0);
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);
}

// Function fot trapezoid
float rect(vec2 st, vec2 size, vec2 loc,float skew, float stretch, vec2 wh){

float result = 1.0;

vec2 border = (1.0-size)/2.000;

result = step( border.x, mix (st.x,st.y,skew)+-loc.x);
result *= step( border.x, wh.x-mix (st.x,st.y,(skew))+loc.x);
result *= step( border.y, mix (st.x,st.y,stretch)+-loc.y);
result *= step( border.y, wh.y-mix (st.x,st.y,stretch)+loc.y);

return result;
}

// Main code
void main() {

//Variables
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;

float g = clamp((snoise( vec2(1.5, st.y + u_time * 0.904)) ),0.1,0.3);
float g1 = snoise( vec2(0., st.y + u_time * 0.904));
float g2 = clamp((snoise( vec2(0.5, st.y + u_time * 0.512)) ),0.1,0.9);

vec2 indices;
float grid= 10.;

createGrid(st, vec2(2), indices);
float row= indices.x;
float col=indices.y;
vec3 colour = vec3(0.610,0.700,0.642);

//Upper Right grid
if( gridCheck(row,1.,2.) && gridCheck(col,1.,2.) ){

st= createGrid(st, vec2(10.), indices);

}
//Left cube face
//Variables
vec2 wH1= vec2(0.9,1.22); // Width and height varible to make the layers uniform
vec2 loc1= vec2 (-0.132,-0.204); //Location varible to make the layers uniform

//Colour mixing to get the right colour

vec3 colourA1 = vec3(0.537,0.251,0.725);
colourA1.r = rect(st, vec2 (0.472),loc1,-g,1.434, vec2(wH1));
colourA1.g = rect(st, vec2 (0.400),loc1,g,1.434, vec2(wH1));

vec3 colourA2 = vec3(0.831,0.885,0.812);

//Bottom Left Grid
if( gridCheck(row,0.,4.) && gridCheck(col,0.,2.) ){

st= createGrid(st+g2, vec2(10.), indices);

}

vec3 colourA = mix(colourA1,colourA2,0.460);

//Right cube face
//Variables
vec2 wH2= vec2(0.98,0.97);
vec2 loc2= vec2 (0.172,-0.052);
float z= sin((st.y+u_time)*(6.28*0.276));

//Colour mixing to get the right colour

vec3 colourB1= vec3(0.128,0.485,0.580);
colourB1.r = rect(st, vec2 (0.448),vec2 (0.228,-0.044),-g,0.858, vec2(0.95,0.97));
colourB1.g = rect(st, vec2 (0.400),loc2,g,0.858, vec2(wH2));

vec3 colourB2= vec3(0.795,0.192,0.503);

vec3 colourB = mix(colourB1,colourB2,0.156);

//Upper right sub grid
if( gridCheck(row,1.,2.) && gridCheck(col,1.,2.) ){

st= createGrid(st+z, vec2(5.), indices);

}
//Upper Right Grid
if( gridCheck(row,0.,2.) && gridCheck(col,1.,2.) ){

st= createGrid(st+z, vec2(5.), indices);

}
//Upper Left grid
if( gridCheck(row,1.,2.) && gridCheck(col,0.,2.) ){

st= createGrid(st+z, vec2(5.), indices);

}

// mixing the faces and animation
float amt= sin((st.x+u_time)*(6.28*0.276)+-0.028)*cos((st.x+u_time)*(6.28*0.276)+0.5);
colour= mix(colourA, colourB,amt);

```

## One thought on “Assignment 3”

1. Nicole Vella says:

these are so cool!

i love the pattern and palette