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| 1 | +#version 330 |
| 2 | + |
| 3 | +#if defined VERTEX_SHADER |
| 4 | + |
| 5 | +in vec3 in_position; |
| 6 | +in vec2 in_uv; |
| 7 | + |
| 8 | +uniform mat4 m_proj; |
| 9 | +uniform mat4 m_mv; |
| 10 | + |
| 11 | +out vec2 uv; |
| 12 | +out vec3 pos; |
| 13 | + |
| 14 | +void main() { |
| 15 | + gl_Position = m_proj * m_mv * vec4(in_position, 1.0); |
| 16 | + pos = in_position.xyz; |
| 17 | + uv = in_uv; |
| 18 | +} |
| 19 | + |
| 20 | +#elif defined FRAGMENT_SHADER |
| 21 | +// Simplex 4D Noise |
| 22 | +// by Ian McEwan, Ashima Arts |
| 23 | +// |
| 24 | +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} |
| 25 | +float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} |
| 26 | +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} |
| 27 | +float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} |
| 28 | + |
| 29 | +vec4 grad4(float j, vec4 ip){ |
| 30 | + const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); |
| 31 | + vec4 p,s; |
| 32 | + |
| 33 | + p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; |
| 34 | + p.w = 1.5 - dot(abs(p.xyz), ones.xyz); |
| 35 | + s = vec4(lessThan(p, vec4(0.0))); |
| 36 | + p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; |
| 37 | + |
| 38 | + return p; |
| 39 | +} |
| 40 | + |
| 41 | +float snoise(vec4 v){ |
| 42 | + const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 |
| 43 | + 0.309016994374947451); // (sqrt(5) - 1)/4 F4 |
| 44 | +// First corner |
| 45 | + vec4 i = floor(v + dot(v, C.yyyy) ); |
| 46 | + vec4 x0 = v - i + dot(i, C.xxxx); |
| 47 | + |
| 48 | +// Other corners |
| 49 | + |
| 50 | +// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) |
| 51 | + vec4 i0; |
| 52 | + |
| 53 | + vec3 isX = step( x0.yzw, x0.xxx ); |
| 54 | + vec3 isYZ = step( x0.zww, x0.yyz ); |
| 55 | +// i0.x = dot( isX, vec3( 1.0 ) ); |
| 56 | + i0.x = isX.x + isX.y + isX.z; |
| 57 | + i0.yzw = 1.0 - isX; |
| 58 | + |
| 59 | +// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); |
| 60 | + i0.y += isYZ.x + isYZ.y; |
| 61 | + i0.zw += 1.0 - isYZ.xy; |
| 62 | + |
| 63 | + i0.z += isYZ.z; |
| 64 | + i0.w += 1.0 - isYZ.z; |
| 65 | + |
| 66 | + // i0 now contains the unique values 0,1,2,3 in each channel |
| 67 | + vec4 i3 = clamp( i0, 0.0, 1.0 ); |
| 68 | + vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); |
| 69 | + vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); |
| 70 | + |
| 71 | + // x0 = x0 - 0.0 + 0.0 * C |
| 72 | + vec4 x1 = x0 - i1 + 1.0 * C.xxxx; |
| 73 | + vec4 x2 = x0 - i2 + 2.0 * C.xxxx; |
| 74 | + vec4 x3 = x0 - i3 + 3.0 * C.xxxx; |
| 75 | + vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; |
| 76 | + |
| 77 | +// Permutations |
| 78 | + i = mod(i, 289.0); |
| 79 | + float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); |
| 80 | + vec4 j1 = permute( permute( permute( permute ( |
| 81 | + i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) |
| 82 | + + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) |
| 83 | + + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) |
| 84 | + + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); |
| 85 | +// Gradients |
| 86 | +// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.) |
| 87 | +// 7*7*6 = 294, which is close to the ring size 17*17 = 289. |
| 88 | + |
| 89 | + vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; |
| 90 | + |
| 91 | + vec4 p0 = grad4(j0, ip); |
| 92 | + vec4 p1 = grad4(j1.x, ip); |
| 93 | + vec4 p2 = grad4(j1.y, ip); |
| 94 | + vec4 p3 = grad4(j1.z, ip); |
| 95 | + vec4 p4 = grad4(j1.w, ip); |
| 96 | + |
| 97 | +// Normalise gradients |
| 98 | + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); |
| 99 | + p0 *= norm.x; |
| 100 | + p1 *= norm.y; |
| 101 | + p2 *= norm.z; |
| 102 | + p3 *= norm.w; |
| 103 | + p4 *= taylorInvSqrt(dot(p4,p4)); |
| 104 | + |
| 105 | +// Mix contributions from the five corners |
| 106 | + vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); |
| 107 | + vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); |
| 108 | + m0 = m0 * m0; |
| 109 | + m1 = m1 * m1; |
| 110 | + return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) |
| 111 | + + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; |
| 112 | + |
| 113 | +} |
| 114 | + |
| 115 | +out vec4 fragColor; |
| 116 | +uniform sampler2D texture0; |
| 117 | +uniform float time; |
| 118 | +in vec2 uv; |
| 119 | +in vec3 pos; |
| 120 | + |
| 121 | +void main() |
| 122 | +{ |
| 123 | + float v = snoise(vec4(pos * 2.5, time / 4.0)); |
| 124 | + fragColor = mix(texture(texture0, uv), vec4(v), 0.3); |
| 125 | + // fragColor = texture(texture0, uv); |
| 126 | +} |
| 127 | + |
| 128 | +#endif |
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