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simplex.shader
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/*
:copyright: 2011 by Florian Boesch <[email protected]>.
:license: GNU AGPL3, see LICENSE for more details.
*/
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
vertex:
attribute vec2 position;
void main(){
gl_Position = vec4(position, 0.0, 1.0);
}
fragment:
uniform vec2 viewport;
uniform float delta;
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
float snoise(vec2 v){
const vec4 C = vec4(
0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439 // 1.0 / 41.0
);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute(
permute(i.y + vec3(0.0, i1.y, 1.0)) +
i.x +
vec3(0.0, i1.x, 1.0)
);
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main(){
float h = 0.0;
for(int i=0; i<9; i++){
float factor = pow(2.0, float(i));
h += snoise((gl_FragCoord.xy+delta)*factor/viewport)/(pow(factor, 0.88)*10.0);
}
h = clamp(h, 0.0, 1.0);
gl_FragColor = vec4(h, h, h, 1.0);
}