Fractals with FBM

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#define PI 3.1415926535
#define BPM 130.0

varying vec2 v_uv;

uniform float u_time;
uniform vec2 u_resolution;

/// https://github.com/Erkaman/glsl-cos-palette
vec3 palette(float t)
{
vec3 a = vec3(0.821, 0.328, 0.242);
vec3 b = vec3(0.659, 0.481, 0.896);
vec3 c = vec3(0.612, 0.340, 0.296);
vec3 d = vec3(2.820, 3.026, -0.273);

return a + b * cos((PI * 2.0) * (c * t + d));
}

/// https://iquilezles.org/
/// https://www.shadertoy.com/view/Xsl3Dl
vec3 hash( vec3 p )
{
p = vec3(
dot(p, vec3(127.1,311.7, 74.7)),
dot(p, vec3(269.5,183.3,246.1)),
dot(p, vec3(113.5,271.9,124.6))
);

return - 1.0 + 2.0 * fract(sin(p) * 43758.5453123);
}

/// https://iquilezles.org/
/// https://www.shadertoy.com/view/Xsl3Dl
float noise( in vec3 p )
{