Pixel-Composer/shaders/sh_water_caustic/sh_water_caustic.fsh
2023-11-22 21:25:36 +07:00

100 lines
2.7 KiB
GLSL

//Caustic noise by jaybird
varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float seed;
uniform float progress;
uniform float detail;
uniform vec2 u_resolution;
uniform vec2 position;
uniform vec2 scale;
#region noise
vec4 mod289(vec4 x) { return x - floor(x / 289.0) * 289.0; }
vec4 permute(vec4 x) { return mod289((x * 34.0 + 1.0) * x); }
vec4 snoise(vec3 v) {
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
// First corner
vec3 i = floor(v + dot(v, vec3(C.y)));
vec3 x0 = v - i + dot(i, vec3(C.x));
// 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);
vec3 x1 = x0 - i1 + C.x;
vec3 x2 = x0 - i2 + C.y;
vec3 x3 = x0 - 0.5;
// Permutations
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)
vec4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
vec4 x_ = floor(j / 7.0);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
vec4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
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 g0 = vec3(a0.xy, h.x);
vec3 g1 = vec3(a0.zw, h.y);
vec3 g2 = vec3(a1.xy, h.z);
vec3 g3 = vec3(a1.zw, h.w);
// Compute noise and gradient at P
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
vec4 m2 = m * m;
vec4 m3 = m2 * m;
vec4 m4 = m2 * m2;
vec3 grad =
-6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +
-6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +
-6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 +
-6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3;
vec4 px = vec4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
return 42.0 * vec4(grad, dot(m4, px));
}
#endregion
void main() {
vec2 p = v_vTexcoord - .5;
p.x *= (u_resolution.x / u_resolution.y);
p = (p + position) * scale / 2.;
vec3 pos = vec3(p.x, progress, p.y);
vec4 n = snoise( pos );
pos -= 0.07 * n.xyz;
n = snoise( pos );
pos -= 0.07 * n.xyz;
n = snoise( pos );
// noise [-1..+1] -> color
float intensity = exp(n.w * 3. - 1.5);
gl_FragColor = vec4(vec3(intensity), 1.);
}