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@@ -15,26 +15,17 @@ void main(void) |
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uniform float u_Time; |
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vec3 mod289(vec3 x) |
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vec4 mod289(vec4 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec3 perm(vec3 x) |
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vec4 perm(vec4 x) |
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{ |
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return mod289(((x * 34.0) + 1.0) * x); |
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} |
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vec4 noise3d(vec3 p1, vec3 p2, vec3 p3, vec3 p4) |
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{ |
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p1 = perm(perm(perm(p1) + p1.zxy) + p1.yzx); |
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p2 = perm(perm(perm(p2) + p2.zxy) + p2.yzx); |
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p3 = perm(perm(perm(p3) + p3.zxy) + p3.yzx); |
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p4 = perm(perm(perm(p4) + p4.zxy) + p4.yzx); |
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return fract(vec4(p1.x, p2.x, p3.x, p4.x) / 41.0); |
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} |
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float perlin3d(vec3 p) |
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float noise3d(vec3 p) |
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{ |
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mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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p = r * p; |
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@@ -43,19 +34,21 @@ float perlin3d(vec3 p) |
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vec3 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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vec4 o1 = noise3d(a, |
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a + vec3(0.0, 1.0, 0.0), |
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a + vec3(0.0, 0.0, 1.0), |
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a + vec3(0.0, 1.0, 1.0)); |
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vec4 o2 = noise3d(a + vec3(1.0, 0.0, 0.0), |
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a + vec3(1.0, 1.0, 0.0), |
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a + vec3(1.0, 0.0, 1.0), |
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a + vec3(1.0, 1.0, 1.0)); |
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); |
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vec4 k1 = perm(b.xyxy); |
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vec4 k2 = perm(k1.xyxy + b.zzww); |
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vec4 c = k2 + a.zzzz; |
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vec4 k3 = perm(c); |
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vec4 k4 = perm(c + 1.0); |
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vec4 o1 = fract(k3 * (1.0 / 41.0)); |
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vec4 o2 = fract(k4 * (1.0 / 41.0)); |
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vec4 o3 = o2 * d.x + o1 * (1.0 - d.x); |
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vec2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); |
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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return o4.y * d.z + o4.x * (1.0 - d.z); |
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return o4.y * d.y + o4.x * (1.0 - d.y); |
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} |
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void main(void) |
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@@ -64,10 +57,10 @@ void main(void) |
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xy.y -= u_Time * 400.0; |
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float z = u_Time * 2.0; |
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float p = perlin3d(vec3(xy / 80.0, z + 1.5)) / 2.0 |
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+ perlin3d(vec3(xy / 40.0, z + 0.3)) / 4.0 |
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+ perlin3d(vec3(xy / 20.0, z + 3.3)) / 8.0 |
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+ perlin3d(vec3(xy / 10.0, z + 2.0)) / 16.0; |
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float p = noise3d(vec3(xy / 80.0, z)) / 2.0 |
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+ noise3d(vec3(xy / 40.0, z)) / 4.0 |
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+ noise3d(vec3(xy / 20.0, z)) / 8.0 |
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+ noise3d(vec3(xy / 10.0, z)) / 16.0; |
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/* Scroll by adding [-.5,.5] */ |
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p -= gl_FragCoord.y / 720.0 - 0.5; |
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@@ -96,26 +89,17 @@ void main(float2 in_Position : POSITION, |
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-- HLSL.Frag -- |
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float3 mod289(float3 x) |
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float4 mod289(float4 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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float3 perm(float3 x) |
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float4 perm(float4 x) |
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{ |
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return mod289(((x * 34.0) + 1.0) * x); |
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} |
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float4 noise3d(float3 p1, float3 p2, float3 p3, float3 p4) |
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{ |
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p1 = perm(perm(perm(p1) + p1.zxy) + p1.yzx); |
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p2 = perm(perm(perm(p2) + p2.zxy) + p2.yzx); |
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p3 = perm(perm(perm(p3) + p3.zxy) + p3.yzx); |
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p4 = perm(perm(perm(p4) + p4.zxy) + p4.yzx); |
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return frac(float4(p1.x, p2.x, p3.x, p4.x) / 41.0); |
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} |
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float perlin3d(float3 p) |
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float noise3d(float3 p) |
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{ |
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float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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p = mul(r, p); |
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@@ -124,19 +108,21 @@ float perlin3d(float3 p) |
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float3 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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float4 o1 = noise3d(a, |
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a + float3(0.0, 1.0, 0.0), |
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a + float3(0.0, 0.0, 1.0), |
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a + float3(0.0, 1.0, 1.0)); |
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float4 o2 = noise3d(a + float3(1.0, 0.0, 0.0), |
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a + float3(1.0, 1.0, 0.0), |
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a + float3(1.0, 0.0, 1.0), |
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a + float3(1.0, 1.0, 1.0)); |
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float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); |
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float4 k1 = perm(b.xyxy); |
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float4 k2 = perm(k1.xyxy + b.zzww); |
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float4 c = k2 + a.zzzz; |
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float4 k3 = perm(c); |
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float4 k4 = perm(c + 1.0); |
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float4 o1 = frac(k3 * (1.0 / 41.0)); |
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float4 o2 = frac(k4 * (1.0 / 41.0)); |
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float4 o3 = o2 * d.x + o1 * (1.0 - d.x); |
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float2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); |
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float4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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return o4.y * d.z + o4.x * (1.0 - d.z); |
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return o4.y * d.y + o4.x * (1.0 - d.y); |
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} |
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void main(in float2 pass_Position : TEXCOORD0, |
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@@ -147,10 +133,10 @@ void main(in float2 pass_Position : TEXCOORD0, |
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xy.y -= u_Time * 400.0; |
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float z = u_Time * 2.0; |
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float p = perlin3d(float3(xy / 80.0, z + 1.5)) / 2.0 |
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+ perlin3d(float3(xy / 40.0, z + 0.3)) / 4.0 |
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+ perlin3d(float3(xy / 20.0, z + 3.3)) / 8.0 |
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+ perlin3d(float3(xy / 10.0, z + 2.0)) / 16.0; |
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float p = noise3d(float3(xy / 80.0, z)) / 2.0 |
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+ noise3d(float3(xy / 40.0, z)) / 4.0 |
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+ noise3d(float3(xy / 20.0, z)) / 8.0 |
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+ noise3d(float3(xy / 10.0, z)) / 16.0; |
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/* Scroll by adding [-.5,.5] */ |
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p -= pass_Position.y / 1440.0; |
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