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HTML

              
                <main>
  <h1>2D Perlin Noise 1</h1>
  <shader-doodle>
    vec3 hsv2rgb(vec3 c) {
      vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
      vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
      return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
    }

    vec4 mod289(vec4 x)
    {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }

    vec4 permute(vec4 x)
    {
      return mod289(((x*34.0)+1.0)*x);
    }

    vec4 taylorInvSqrt(vec4 r)
    {
      return 1.79284291400159 - 0.85373472095314 * r;
    }

    vec2 fade(vec2 t) {
      return t*t*t*(t*(t*6.0-15.0)+10.0);
    }

    // Classic Perlin noise
    float cnoise(vec2 P)
    {
      vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
      vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
      Pi = mod289(Pi); // To avoid truncation effects in permutation
      vec4 ix = Pi.xzxz;
      vec4 iy = Pi.yyww;
      vec4 fx = Pf.xzxz;
      vec4 fy = Pf.yyww;

      vec4 i = permute(permute(ix) + iy);

      vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
      vec4 gy = abs(gx) - 0.5 ;
      vec4 tx = floor(gx + 0.5);
      gx = gx - tx;

      vec2 g00 = vec2(gx.x,gy.x);
      vec2 g10 = vec2(gx.y,gy.y);
      vec2 g01 = vec2(gx.z,gy.z);
      vec2 g11 = vec2(gx.w,gy.w);

      vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
      g00 *= norm.x;  
      g01 *= norm.y;  
      g10 *= norm.z;  
      g11 *= norm.w;  

      float n00 = dot(g00, vec2(fx.x, fy.x));
      float n10 = dot(g10, vec2(fx.y, fy.y));
      float n01 = dot(g01, vec2(fx.z, fy.z));
      float n11 = dot(g11, vec2(fx.w, fy.w));

      vec2 fade_xy = fade(Pf.xy);
      vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
      float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
      return 2.3 * n_xy;
    }

    void main() {
        vec2 uv = gl_FragCoord.xy/u_resolution.xy;
  
        uv.x += sin(u_time * 0.25);
        uv.y += cos(u_time * 0.25);

        float noise = cnoise(uv * 5.);
        noise = noise + sin(u_time * 0.5) * 1.5 + 0.5;
    
        float hue = 1. - noise;
        float sat = 1. - step(0.8, noise);
        float bri = smoothstep(0.7, 0.8, noise);
        float op = 1. - step(0.9, noise);

        vec3 col = hsv2rgb(vec3(hue, sat, bri));
        
        gl_FragColor = vec4(col, op);
    }
  </shader-doodle>
  <p>smoothstep threshold 2D perlin noise</p>
</main>
              
            
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CSS

              
                shader-doodle {
  background-color: grey;
}
              
            
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JS

              
                
              
            
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999px

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