par-term 0.30.6

Cross-platform GPU-accelerated terminal emulator with inline graphics support (Sixel, iTerm2, Kitty)
/*! par-term shader metadata
name: clouds
author: null
description: null
version: 1.0.0
defaults:
  animation_speed: 0.5
  brightness: 0.17
  text_opacity: null
  full_content: null
  channel0: ''
  channel1: null
  channel2: null
  channel3: null
  cubemap: ''
  cubemap_enabled: false
*/

// Animated clouds background shader
// Based on Shadertoy cloud shader
// Usage: Set custom_shader: "clouds.glsl" in config

const float cloudscale = 1.1;
const float speed = 0.03;
const float clouddark = 0.5;
const float cloudlight = 0.3;
const float cloudcover = 0.2;
const float cloudalpha = 8.0;
const float skytint = 0.5;
const vec3 skycolour1 = vec3(0.2, 0.4, 0.6);
const vec3 skycolour2 = vec3(0.4, 0.7, 1.0);

const mat2 m = mat2( 1.6,  1.2, -1.2,  1.6 );

vec2 hash( vec2 p ) {
    p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));
    return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}

float noise( in vec2 p ) {
    const float K1 = 0.366025404; // (sqrt(3)-1)/2;
    const float K2 = 0.211324865; // (3-sqrt(3))/6;
    vec2 i = floor(p + (p.x+p.y)*K1);
    vec2 a = p - i + (i.x+i.y)*K2;
    vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0);
    vec2 b = a - o + K2;
    vec2 c = a - 1.0 + 2.0*K2;
    vec3 h = max(0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
    vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
    return dot(n, vec3(70.0));
}

float fbm(vec2 n) {
    float total = 0.0, amplitude = 0.1;
    for (int i = 0; i < 5; i++) {
        total += noise(n) * amplitude;
        n = m * n;
        amplitude *= 0.4;
    }
    return total;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 p = fragCoord.xy / iResolution.xy;
    vec2 aspect = vec2(iResolution.x / iResolution.y, 1.0);
    vec2 uv = p * aspect;
    float time = iTime * speed;
    float q = fbm(uv * cloudscale * 0.5);

    // ridged noise shape
    float r = 0.0;
    uv *= cloudscale;
    uv -= q - time;
    float weight = 0.8;
    for (int i = 0; i < 6; i++) {
        r += abs(weight * noise(uv));
        uv = m * uv + time;
        weight *= 0.7;
    }

    // noise shape
    float f = 0.0;
    uv = p * aspect * cloudscale;
    uv -= q - time;
    weight = 0.7;
    for (int i = 0; i < 6; i++) {
        f += weight * noise(uv);
        uv = m * uv + time;
        weight *= 0.6;
    }

    f *= r + f;

    // noise colour
    float c = 0.0;
    time = iTime * speed * 2.0;
    uv = p * aspect * cloudscale * 2.0;
    uv -= q - time;
    weight = 0.4;
    for (int i = 0; i < 5; i++) {
        c += weight * noise(uv);
        uv = m * uv + time;
        weight *= 0.6;
    }

    // noise ridge colour
    float c1 = 0.0;
    time = iTime * speed * 3.0;
    uv = p * aspect * cloudscale * 3.0;
    uv -= q - time;
    weight = 0.4;
    for (int i = 0; i < 5; i++) {
        c1 += abs(weight * noise(uv));
        uv = m * uv + time;
        weight *= 0.6;
    }

    c += c1;

    vec3 skycolour = mix(skycolour2, skycolour1, p.y);
    vec3 cloudcolour = vec3(1.1, 1.1, 0.9) * clamp(clouddark + cloudlight * c, 0.0, 1.0);

    f = cloudcover + cloudalpha * f * r;

    vec3 result = mix(skycolour, clamp(skytint * skycolour + cloudcolour, 0.0, 1.0), clamp(f + c, 0.0, 1.0));

    fragColor = vec4(result, 1.0);
}