The idea is convert the types of Tileable Noise Shaders to C2.
Tileable Voronoise (By Matriax)
https://drive.google.com/file/d/1niLxf6 ... sp=sharing
Original shader by Rizvanner (https://www.shadertoy.com/view/XlscWX)
Tileable Noise Clouds shader (By Matriax)
https://drive.google.com/file/d/1D-E-9k ... sp=sharing
Original shader by Xwize (https://www.shadertoy.com/view/Xly3R1)
Animated Tileable Water Caustics (By Matriax)
https://drive.google.com/file/d/1Ow3Ajg ... sp=sharing
(Original by Dave Hoskins > https://www.shadertoy.com/view/MdlXz8)
Tileable Fractal Brownian (By Gigatron)
https://drive.google.com/file/d/1QfeX46 ... sp=sharing
Original shader by David Hoskins (https://www.shadertoy.com/view/4dlGW2)
(Matriax edition - added 8 new parameters and changed the Category to Noise)
Tileable Cells (By Gigatron)
http://gigatron3k.free.fr/html5/C2/FX/tcell.rar
Original shader by David Hoskins (https://www.shadertoy.com/view/4djGRh)
Tileable Cellular (By Gigatron)
http://gigatron3k.free.fr/html5/C2/FX/cellular.rar
Original shader > https://www.shadertoy.com/view/4scXz2
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If you want to contribute take one of the list and reply that you are working on it to avoid people working on the same.
You can use the Gigatron ToolBox 0.0.7 for conversion, as i used from the Voronoise one:
app-shader-tool-box_t198927
Here is a list of cool Tileable Noise shaders that will be great for C2
All DONE!![/code:2wx5hdfl]
Remember to add this code:
[code:2wx5hdfl]
vec2 uv = gl_FragCoord.xy / iResolution.xy;
if (p1 != 0.0 ) { uv = vTex; uv.y =1.-uv.y; }
uv *= p2;
[/code:2wx5hdfl]
This gives the option to select if the pattern will be the original sprite resolution or any and the number of tiles.