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GLideN64/Noise_shader.h
2015-05-13 10:09:20 +06:00

81 lines
3.0 KiB
C

const char *noise_fragment_shader =
//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
//
"vec3 mod289(vec3 x) { \n"
" return x - floor(x * (1.0 / 289.0)) * 289.0; \n"
"} \n"
" \n"
"vec2 mod289(vec2 x) { \n"
" return x - floor(x * (1.0 / 289.0)) * 289.0; \n"
"} \n"
" \n"
"vec3 permute(vec3 x) { \n"
" return mod289(((x*34.0)+1.0)*x); \n"
"} \n"
" \n"
"float snoise(vec2 v) \n"
" { \n"
" const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 \n"
" 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) \n"
" -0.577350269189626, // -1.0 + 2.0 * C.x \n"
" 0.024390243902439); // 1.0 / 41.0 \n"
// First corner
" vec2 i = floor(v + dot(v, C.yy) ); \n"
" vec2 x0 = v - i + dot(i, C.xx); \n"
" \n"
// Other corners
" vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); \n"
" vec4 x12 = x0.xyxy + C.xxzz; \n"
" x12.xy -= i1; \n"
" \n"
// Permutations
" i = mod289(i); // Avoid truncation effects in permutation \n"
" vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) \n"
" + i.x + vec3(0.0, i1.x, 1.0 )); \n"
" \n"
" vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n"
" m = m*m ; \n"
" m = m*m ; \n"
" \n"
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
" \n"
" vec3 x = 2.0 * fract(p * C.www) - 1.0; \n"
" vec3 h = abs(x) - 0.5; \n"
" vec3 ox = floor(x + 0.5); \n"
" vec3 a0 = x - ox; \n"
" \n"
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
" m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); \n"
" \n"
// Compute final noise value at P
" vec3 g; \n"
" g.x = a0.x * x0.x + h.x * x0.y; \n"
" g.yz = a0.yz * x12.xz + h.yz * x12.yw; \n"
" return 130.0 * dot(m, g); \n"
"} \n"
" \n"
/*
"varying vec2 v_texCoord2D; \n"
"void main( void ) \n"
"{ \n"
" float n = snoise(v_texCoord2D); \n"
" \n"
" gl_FragColor = vec4(0.5 + 0.5 * vec3(n, n, n), 1.0); \n"
//" vec4 color = vec4(vec3(gl_Color) + 0.5 * vec3(n, n, n), 1.0); \n"
//" gl_FragColor = gl_Color*color; \n"
//" gl_FragColor = color; \n"
"} \n"
*/
;