Pixel-Composer/build/Windows/0/cache/sh_perlin.shader

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//
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}
//######################_==_YOYO_SHADER_MARKER_==_######################@~
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform vec2 dimension;
uniform vec2 position;
uniform float scale;
uniform int iteration;
///////////////////// PERLIN START /////////////////////
float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); }
vec2 random2 (in vec2 st) { float a = random(st); return vec2(cos(a), sin(a)); }
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
float lerp1 = mix(dot(f - vec2(0.0, 0.0), random2(i + vec2(0.0, 0.0))), dot(f - vec2(1.0, 0.0), random2(i + vec2(1.0, 0.0))), u.x);
float lerp2 = mix(dot(f - vec2(0.0, 1.0), random2(i + vec2(0.0, 1.0))), dot(f - vec2(1.0, 1.0), random2(i + vec2(1.0, 1.0))), u.x);
return mix(lerp1, lerp2, u.y);
}
float perlin ( vec2 pos, int iteration ) {
float amp = pow(2., float(iteration) - 1.) / (pow(2., float(iteration)) - 1.);
float n = 0.;
for(int i = 0; i < iteration; i++) {
n += noise(pos) * amp;
amp *= .5;
pos *= 2.;
}
return n;
}
///////////////////// PERLIN END /////////////////////
void main() {
vec2 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x);
vec2 pos = position + ntx * scale;
float n = perlin(pos, iteration);
gl_FragColor = vec4(vec3(n), 1.0);
}