// // 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 dimension; uniform vec3 position; uniform int layerMode; uniform float rotation; uniform vec2 scale; uniform int scaleUseSurf; uniform sampler2D scaleSurf; uniform vec2 iteration; uniform int iterationUseSurf; uniform sampler2D iterationSurf; 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; } uniform int colored; uniform vec2 colorRanR; uniform vec2 colorRanG; uniform vec2 colorRanB; vec2 sca; float itrMax, itr; vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } 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; } float simplex(in vec2 st) { vec2 p = st; float _z = 1. + position.z; vec3 xyz = vec3(p, _z); float amp = pow(2., float(itr) - 1.) / (pow(2., float(itr)) - 1.); float n = 0.; if(layerMode == 0) n = 0.; else if(layerMode == 1) n = 1.; for(float i = 0.; i < itrMax; i++) { if(i >= itr) break; if(layerMode == 0) n += snoise(xyz) * amp; else if(layerMode == 1) n *= (snoise(xyz) * amp) + (1. - amp); amp *= .5; xyz *= 2.; } return n; } void main() { sca = scale; if(scaleUseSurf == 1) { vec4 _vMap = texture2D( scaleSurf, v_vTexcoord ); sca = vec2(mix(scale.x, scale.y, (_vMap.r + _vMap.g + _vMap.b) / 3.)); } itr = iteration.x; itrMax = max(iteration.x, iteration.y); if(iterationUseSurf == 1) { vec4 _vMap = texture2D( iterationSurf, v_vTexcoord ); itr = mix(iteration.x, iteration.y, (_vMap.r + _vMap.g + _vMap.b) / 3.); } vec2 pos = position.xy / dimension; float ang = rotation; vec2 st = (v_vTexcoord - pos) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * sca; if(colored == 0) { gl_FragColor = vec4(vec3(simplex(st)), 1.0); } else if(colored == 1) { float randR = colorRanR[0] + simplex(st) * (colorRanR[1] - colorRanR[0]); float randG = colorRanG[0] + simplex(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randB = colorRanB[0] + simplex(st + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(randR, randG, randB, 1.0); } else if(colored == 2) { float randH = colorRanR[0] + simplex(st) * (colorRanR[1] - colorRanR[0]); float randS = colorRanG[0] + simplex(st + vec2(1.7227, 4.55529)) * (colorRanG[1] - colorRanG[0]); float randV = colorRanB[0] + simplex(st + vec2(6.9950, 6.82063)) * (colorRanB[1] - colorRanB[0]); gl_FragColor = vec4(hsv2rgb(vec3(randH, randS, randV)), 1.0); } }