mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
120 lines
3.4 KiB
Plaintext
120 lines
3.4 KiB
Plaintext
|
//
|
||
|
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||
|
// noise functions.
|
||
|
// Author : Ian McEwan, Ashima Arts.
|
||
|
// Maintainer : stegu
|
||
|
// Lastmod : 20201014 (stegu)
|
||
|
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||
|
// Distributed under the MIT License. See LICENSE file.
|
||
|
// https://github.com/ashima/webgl-noise
|
||
|
// https://github.com/stegu/webgl-noise
|
||
|
//
|
||
|
|
||
|
varying vec2 v_vTexcoord;
|
||
|
varying vec4 v_vColour;
|
||
|
|
||
|
uniform vec2 scale;
|
||
|
uniform vec3 position;
|
||
|
uniform int iteration;
|
||
|
|
||
|
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||
|
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||
|
vec4 permute(vec4 x) { return mod289(((x * 34.0) + 10.0) * x); }
|
||
|
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||
|
|
||
|
float snoise(vec3 vec) {
|
||
|
vec3 v = vec * 4.;
|
||
|
|
||
|
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
|
||
|
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||
|
|
||
|
// First corner
|
||
|
vec3 i = floor(v + dot(v, C.yyy));
|
||
|
vec3 x0 = v - i + dot(i, C.xxx);
|
||
|
|
||
|
// Other corners
|
||
|
vec3 g = step(x0.yzx, x0.xyz);
|
||
|
vec3 l = 1.0 - g;
|
||
|
vec3 i1 = min( g.xyz, l.zxy );
|
||
|
vec3 i2 = max( g.xyz, l.zxy );
|
||
|
|
||
|
// x0 = x0 - 0.0 + 0.0 * C.xxx;
|
||
|
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||
|
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||
|
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||
|
vec3 x1 = x0 - i1 + C.xxx;
|
||
|
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||
|
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||
|
|
||
|
// Permutations
|
||
|
i = mod289(i);
|
||
|
vec4 p = permute( permute( permute(
|
||
|
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
|
||
|
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
|
||
|
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
|
||
|
|
||
|
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||
|
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||
|
float n_ = 0.142857142857; // 1.0/7.0
|
||
|
vec3 ns = n_ * D.wyz - D.xzx;
|
||
|
|
||
|
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||
|
|
||
|
vec4 x_ = floor(j * ns.z);
|
||
|
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
|
||
|
|
||
|
vec4 x = x_ * ns.x + ns.yyyy;
|
||
|
vec4 y = y_ * ns.x + ns.yyyy;
|
||
|
vec4 h = 1.0 - abs(x) - abs(y);
|
||
|
|
||
|
vec4 b0 = vec4( x.xy, y.xy );
|
||
|
vec4 b1 = vec4( x.zw, y.zw );
|
||
|
|
||
|
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||
|
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||
|
vec4 s0 = floor(b0) * 2.0 + 1.0;
|
||
|
vec4 s1 = floor(b1) * 2.0 + 1.0;
|
||
|
vec4 sh = -step(h, vec4(0.0));
|
||
|
|
||
|
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;
|
||
|
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;
|
||
|
|
||
|
vec3 p0 = vec3(a0.xy, h.x);
|
||
|
vec3 p1 = vec3(a0.zw, h.y);
|
||
|
vec3 p2 = vec3(a1.xy, h.z);
|
||
|
vec3 p3 = vec3(a1.zw, h.w);
|
||
|
|
||
|
//Normalise gradients
|
||
|
vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
|
||
|
p0 *= norm.x;
|
||
|
p1 *= norm.y;
|
||
|
p2 *= norm.z;
|
||
|
p3 *= norm.w;
|
||
|
|
||
|
// Mix final noise value
|
||
|
vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||
|
m = m * m;
|
||
|
|
||
|
float n = 105.0 * dot( m * m, vec4( dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3) ) );
|
||
|
n = mix(0.0, 0.5 + 0.5 * n, smoothstep(0.0, 0.003, vec.z));
|
||
|
return n;
|
||
|
}
|
||
|
|
||
|
void main() {
|
||
|
vec2 p = ((v_vTexcoord + position.xy) / scale) * 2.0 - 1.0;
|
||
|
float _z = 1. + position.z;
|
||
|
vec3 xyz = vec3(p, _z);
|
||
|
|
||
|
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
|
||
|
float n = 0.;
|
||
|
|
||
|
for(int i = 0; i < iteration; i++) {
|
||
|
n += snoise(xyz) * amp;
|
||
|
|
||
|
amp *= .5;
|
||
|
xyz *= 2.;
|
||
|
}
|
||
|
|
||
|
gl_FragColor = vec4(vec3(n), 1.);
|
||
|
|
||
|
}
|