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@@ -13,16 +13,16 @@ void main(void) |
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#version 120 |
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uniform float in_Time; |
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uniform float u_Time; |
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vec3 noise3(vec2 p) |
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vec3 noise2d(vec2 p) |
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{ |
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return vec3(fract(sin(dot(p, vec2(12.3453, -54.3353432))) * 8433.235443), |
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fract(sin(dot(p, vec2(34.23232, 98.03537))) * 8294.5345433), |
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fract(sin(dot(p, vec2(82.91234, -19.243533))) * 2912.454369)); |
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} |
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vec3 noise3(vec3 p) |
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vec3 noise3d(vec3 p) |
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{ |
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return vec3(fract(sin(54.343909 + dot(p, vec3(12.3453, -54.3353432, 34.3490432))) * 8433.235443), |
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fract(sin(93.329945 - dot(p, vec3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433), |
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@@ -35,10 +35,10 @@ vec3 perlin2d(vec2 p) |
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vec2 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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vec3 n1 = noise3(a); |
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vec3 n2 = noise3(a + vec2(1.0, 0.0)); |
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vec3 n3 = noise3(a + vec2(0.0, 1.0)); |
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vec3 n4 = noise3(a + vec2(1.0, 1.0)); |
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vec3 n1 = noise2d(a); |
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vec3 n2 = noise2d(a + vec2(1.0, 0.0)); |
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vec3 n3 = noise2d(a + vec2(0.0, 1.0)); |
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vec3 n4 = noise2d(a + vec2(1.0, 1.0)); |
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vec3 q1 = n2 * d.x + n1 * (1.0 - d.x); |
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vec3 q2 = n4 * d.x + n3 * (1.0 - d.x); |
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@@ -57,14 +57,14 @@ vec3 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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vec3 o1 = noise3(a); |
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vec3 o2 = noise3(a + vec3(1.0, 0.0, 0.0)); |
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vec3 o3 = noise3(a + vec3(0.0, 1.0, 0.0)); |
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vec3 o4 = noise3(a + vec3(1.0, 1.0, 0.0)); |
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vec3 o5 = noise3(a + vec3(0.0, 0.0, 1.0)); |
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vec3 o6 = noise3(a + vec3(1.0, 0.0, 1.0)); |
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vec3 o7 = noise3(a + vec3(0.0, 1.0, 1.0)); |
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vec3 o8 = noise3(a + vec3(1.0, 1.0, 1.0)); |
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vec3 o1 = noise3d(a); |
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vec3 o2 = noise3d(a + vec3(1.0, 0.0, 0.0)); |
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vec3 o3 = noise3d(a + vec3(0.0, 1.0, 0.0)); |
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vec3 o4 = noise3d(a + vec3(1.0, 1.0, 0.0)); |
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vec3 o5 = noise3d(a + vec3(0.0, 0.0, 1.0)); |
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vec3 o6 = noise3d(a + vec3(1.0, 0.0, 1.0)); |
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vec3 o7 = noise3d(a + vec3(0.0, 1.0, 1.0)); |
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vec3 o8 = noise3d(a + vec3(1.0, 1.0, 1.0)); |
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vec3 n1 = o2 * d.x + o1 * (1.0 - d.x); |
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vec3 n2 = o4 * d.x + o3 * (1.0 - d.x); |
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@@ -81,8 +81,9 @@ vec3 perlin3d(vec3 p) |
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void main(void) |
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{ |
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vec2 xy = gl_FragCoord.xy; |
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float z = in_Time * 2.0; |
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vec2 xy = gl_FragCoord.xy * 2.0; |
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xy.y -= u_Time * 400.0; |
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float z = u_Time * 2.0; |
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vec3 p = perlin3d(vec3(xy / 160.0, z)) / 2.0 |
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+ perlin3d(vec3(xy / 80.0, z + 1.5)) / 4.0 |
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@@ -91,6 +92,12 @@ void main(void) |
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+ perlin3d(vec3(xy / 10.0, z + 2.0)) / 32.0 |
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+ perlin3d(vec3(xy / 5.0, z + 1.7)) / 64.0 |
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+ perlin3d(vec3(xy / 2.5, z + 4.2)) / 128.0; |
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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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p = max(p, 0.0); |
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p = min(p, 1.0); |
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p = p * p * (3.0 - 2.0 * p); |
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p = p * p * (3.0 - 2.0 * p); |
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gl_FragColor = vec4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0); |
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@@ -99,15 +106,103 @@ void main(void) |
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-- HLSL.Vert -- |
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void main(float2 in_Position : POSITION, |
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out float4 out_Position : POSITION) |
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uniform float2 u_WinSize, |
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out float4 out_Position : POSITION, |
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out float2 pass_Position : TEXCOORD0) |
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{ |
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//pass_Position = in_Position * u_WinSize; |
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pass_Position = in_Position * float2(1280.0, 720.0); |
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out_Position = float4(in_Position, 0.0, 1.0); |
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} |
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-- HLSL.Frag -- |
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void main(out float4 out_FragColor : COLOR) |
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float3 noise2d(float2 p) |
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{ |
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return float3(frac(sin(dot(p, float2(12.3453, -54.3353432))) * 8433.235443), |
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frac(sin(dot(p, float2(34.23232, 98.03537))) * 8294.5345433), |
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frac(sin(dot(p, float2(82.91234, -19.243533))) * 2912.454369)); |
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} |
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float3 noise3d(float3 p) |
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{ |
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return float3(frac(sin(54.343909 + dot(p, float3(12.3453, -54.3353432, 34.3490432))) * 8433.235443), |
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frac(sin(93.329945 - dot(p, float3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433), |
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frac(sin(32.039284 + dot(p, float3(82.91234, -19.243533, 22.3294090))) * 2912.454369)); |
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} |
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float3 perlin2d(float2 p) |
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{ |
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float2 a = floor(p); |
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float2 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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float3 n1 = noise2d(a); |
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float3 n2 = noise2d(a + float2(1.0, 0.0)); |
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float3 n3 = noise2d(a + float2(0.0, 1.0)); |
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float3 n4 = noise2d(a + float2(1.0, 1.0)); |
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float3 q1 = n2 * d.x + n1 * (1.0 - d.x); |
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float3 q2 = n4 * d.x + n3 * (1.0 - d.x); |
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float3 q3 = q2 * d.y + q1 * (1.0 - d.y); |
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return q3; |
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} |
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float3 perlin3d(float3 p) |
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{ |
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out_FragColor = float4(0.7, 0.2, 0.5, 1.0); |
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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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float3 a = floor(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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float3 o1 = noise3d(a); |
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float3 o2 = noise3d(a + float3(1.0, 0.0, 0.0)); |
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float3 o3 = noise3d(a + float3(0.0, 1.0, 0.0)); |
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float3 o4 = noise3d(a + float3(1.0, 1.0, 0.0)); |
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float3 o5 = noise3d(a + float3(0.0, 0.0, 1.0)); |
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float3 o6 = noise3d(a + float3(1.0, 0.0, 1.0)); |
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float3 o7 = noise3d(a + float3(0.0, 1.0, 1.0)); |
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float3 o8 = noise3d(a + float3(1.0, 1.0, 1.0)); |
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float3 n1 = o2 * d.x + o1 * (1.0 - d.x); |
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float3 n2 = o4 * d.x + o3 * (1.0 - d.x); |
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float3 n3 = o6 * d.x + o5 * (1.0 - d.x); |
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float3 n4 = o8 * d.x + o7 * (1.0 - d.x); |
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float3 q1 = n2 * d.y + n1 * (1.0 - d.y); |
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float3 q2 = n4 * d.y + n3 * (1.0 - d.y); |
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float3 q3 = q2 * d.z + q1 * (1.0 - d.z); |
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return q3; |
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} |
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void main(in float2 pass_Position : TEXCOORD0, |
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uniform float u_Time, |
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out float4 out_FragColor : COLOR) |
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{ |
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float2 xy = pass_Position; |
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xy.y -= u_Time * 400.0; |
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float z = u_Time * 2.0; |
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float3 p = perlin3d(float3(xy / 160.0, z)) / 2.0 |
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+ perlin3d(float3(xy / 80.0, z + 1.5)) / 4.0 |
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+ perlin3d(float3(xy / 40.0, z + 0.3)) / 8.0 |
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+ perlin3d(float3(xy / 20.0, z + 3.3)) / 16.0 |
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+ perlin3d(float3(xy / 10.0, z + 2.0)) / 32.0 |
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+ perlin3d(float3(xy / 5.0, z + 1.7)) / 64.0 |
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+ perlin3d(float3(xy / 2.5, z + 4.2)) / 128.0; |
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/* Scroll by adding [-.5,.5] */ |
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p -= pass_Position.y / 1440.0; |
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p = max(p, 0.0); |
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p = min(p, 1.0); |
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p = p * p * (3.0 - 2.0 * p); |
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p = p * p * (3.0 - 2.0 * p); |
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out_FragColor = float4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0); |
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} |