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tutorial: the noise demo is now really, really, ridiculously good looking.

legacy
Sam Hocevar sam 12 years ago
parent
commit
125ad21192
1 changed files with 53 additions and 52 deletions
  1. +53
    -52
      tutorial/03_noise.lolfx

+ 53
- 52
tutorial/03_noise.lolfx View File

@@ -29,70 +29,71 @@ vec3 noise3(vec3 p)
fract(sin(32.039284 + dot(p, vec3(82.91234, -19.243533, 22.3294090))) * 2912.454369));
}

vec3 perlin3(vec2 p)
vec3 perlin2d(vec2 p)
{
vec2 a = floor(p);
vec2 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec2 a = floor(p);
vec2 d = p - a;
d = d * d * (3.0 - 2.0 * d);

vec3 n1 = noise3(a);
vec3 n2 = noise3(a + vec2(1.0, 0.0));
vec3 n3 = noise3(a + vec2(0.0, 1.0));
vec3 n4 = noise3(a + vec2(1.0, 1.0));
vec3 n1 = noise3(a);
vec3 n2 = noise3(a + vec2(1.0, 0.0));
vec3 n3 = noise3(a + vec2(0.0, 1.0));
vec3 n4 = noise3(a + vec2(1.0, 1.0));

vec3 q1 = n2 * d.x + n1 * (1.0 - d.x);
vec3 q2 = n4 * d.x + n3 * (1.0 - d.x);
vec3 q1 = n2 * d.x + n1 * (1.0 - d.x);
vec3 q2 = n4 * d.x + n3 * (1.0 - d.x);

vec3 q3 = q2 * d.y + q1 * (1.0 - d.y);
vec3 q3 = q2 * d.y + q1 * (1.0 - d.y);

return q3;
return q3;
}

vec3 perlin3(vec3 p)
vec3 perlin3d(vec3 p)
{
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);

vec3 o1 = noise3(a);
vec3 o2 = noise3(a + vec3(1.0, 0.0, 0.0));
vec3 o3 = noise3(a + vec3(0.0, 1.0, 0.0));
vec3 o4 = noise3(a + vec3(1.0, 1.0, 0.0));
vec3 o5 = noise3(a + vec3(0.0, 0.0, 1.0));
vec3 o6 = noise3(a + vec3(1.0, 0.0, 1.0));
vec3 o7 = noise3(a + vec3(0.0, 1.0, 1.0));
vec3 o8 = noise3(a + vec3(1.0, 1.0, 1.0));

vec3 n1 = o2 * d.x + o1 * (1.0 - d.x);
vec3 n2 = o4 * d.x + o3 * (1.0 - d.x);
vec3 n3 = o6 * d.x + o5 * (1.0 - d.x);
vec3 n4 = o8 * d.x + o7 * (1.0 - d.x);

vec3 q1 = n2 * d.y + n1 * (1.0 - d.y);
vec3 q2 = n4 * d.y + n3 * (1.0 - d.y);

vec3 q3 = q2 * d.z + q1 * (1.0 - d.z);

return q3;
mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60);
p = r * p;

vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);

vec3 o1 = noise3(a);
vec3 o2 = noise3(a + vec3(1.0, 0.0, 0.0));
vec3 o3 = noise3(a + vec3(0.0, 1.0, 0.0));
vec3 o4 = noise3(a + vec3(1.0, 1.0, 0.0));
vec3 o5 = noise3(a + vec3(0.0, 0.0, 1.0));
vec3 o6 = noise3(a + vec3(1.0, 0.0, 1.0));
vec3 o7 = noise3(a + vec3(0.0, 1.0, 1.0));
vec3 o8 = noise3(a + vec3(1.0, 1.0, 1.0));

vec3 n1 = o2 * d.x + o1 * (1.0 - d.x);
vec3 n2 = o4 * d.x + o3 * (1.0 - d.x);
vec3 n3 = o6 * d.x + o5 * (1.0 - d.x);
vec3 n4 = o8 * d.x + o7 * (1.0 - d.x);

vec3 q1 = n2 * d.y + n1 * (1.0 - d.y);
vec3 q2 = n4 * d.y + n3 * (1.0 - d.y);

vec3 q3 = q2 * d.z + q1 * (1.0 - d.z);

return q3;
}

void main(void)
{
//vec3 input = vec3(gl_FragCoord.xy, in_Time * 200.0);
vec3 input = vec3(in_Time * 20.0, gl_FragCoord.xy);

vec3 p = perlin3(input / 160.0) / 2.0
+ perlin3(input / 80.0) / 4.0
+ perlin3(input / 40.0) / 8.0
+ perlin3(input / 20.0) / 16.0
+ perlin3(input / 10.0) / 32.0
+ perlin3(input / 5.0) / 64.0
+ perlin3(input / 2.5) / 128.0;
gl_FragColor = vec4(p.xxx, 1.0);

//inputvec4(perlin3(input), 1.0);
//inputvec4(noise3(floor(input / 10.0)).xxx, 1.0);
//inputvec4(noise3(input), 1.0);
vec2 xy = gl_FragCoord.xy;
float z = in_Time * 2.0;

vec3 p = perlin3d(vec3(xy / 160.0, z)) / 2.0
+ perlin3d(vec3(xy / 80.0, z + 1.5)) / 4.0
+ perlin3d(vec3(xy / 40.0, z + 0.3)) / 8.0
+ perlin3d(vec3(xy / 20.0, z + 3.3)) / 16.0
+ perlin3d(vec3(xy / 10.0, z + 2.0)) / 32.0
+ perlin3d(vec3(xy / 5.0, z + 1.7)) / 64.0
+ perlin3d(vec3(xy / 2.5, z + 4.2)) / 128.0;
p = p * p * (3.0 - 2.0 * p);
p = p * p * (3.0 - 2.0 * p);
gl_FragColor = vec4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0);
}

-- HLSL.Vert --


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