| 1 | R""( |
| 2 |
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| 3 | #version 460 core |
| 4 |
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| 5 |
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| 6 | layout(origin_upper_left) in vec4 gl_FragCoord; |
| 7 | // layout(location = 0) uniform uvec2 screen_size; |
| 8 | layout(location = 1) uniform uint time; |
| 9 |
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| 10 | out vec4 fragColor; |
| 11 |
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| 12 |
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| 13 | // Simplex 3D Noise |
| 14 | // by Ian McEwan, Ashima Arts |
| 15 | // |
| 16 | vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} |
| 17 | vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} |
| 18 |
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| 19 | float snoise(vec3 v){ |
| 20 | const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; |
| 21 | const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); |
| 22 |
|
| 23 | // First corner |
| 24 | vec3 i = floor(v + dot(v, C.yyy) ); |
| 25 | vec3 x0 = v - i + dot(i, C.xxx) ; |
| 26 |
|
| 27 | // Other corners |
| 28 | vec3 g = step(x0.yzx, x0.xyz); |
| 29 | vec3 l = 1.0 - g; |
| 30 | vec3 i1 = min( g.xyz, l.zxy ); |
| 31 | vec3 i2 = max( g.xyz, l.zxy ); |
| 32 |
|
| 33 | // x0 = x0 - 0. + 0.0 * C |
| 34 | vec3 x1 = x0 - i1 + 1.0 * C.xxx; |
| 35 | vec3 x2 = x0 - i2 + 2.0 * C.xxx; |
| 36 | vec3 x3 = x0 - 1. + 3.0 * C.xxx; |
| 37 |
|
| 38 | // Permutations |
| 39 | i = mod(i, 289.0 ); |
| 40 | vec4 p = permute( permute( permute( |
| 41 | i.z + vec4(0.0, i1.z, i2.z, 1.0 )) |
| 42 | + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) |
| 43 | + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); |
| 44 |
|
| 45 | // Gradients |
| 46 | // ( N*N points uniformly over a square, mapped onto an octahedron.) |
| 47 | float n_ = 1.0/7.0; // N=7 |
| 48 | vec3 ns = n_ * D.wyz - D.xzx; |
| 49 |
|
| 50 | vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) |
| 51 |
|
| 52 | vec4 x_ = floor(j * ns.z); |
| 53 | vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) |
| 54 |
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| 55 | vec4 x = x_ *ns.x + ns.yyyy; |
| 56 | vec4 y = y_ *ns.x + ns.yyyy; |
| 57 | vec4 h = 1.0 - abs(x) - abs(y); |
| 58 |
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| 59 | vec4 b0 = vec4( x.xy, y.xy ); |
| 60 | vec4 b1 = vec4( x.zw, y.zw ); |
| 61 |
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| 62 | vec4 s0 = floor(b0)*2.0 + 1.0; |
| 63 | vec4 s1 = floor(b1)*2.0 + 1.0; |
| 64 | vec4 sh = -step(h, vec4(0.0)); |
| 65 |
|
| 66 | vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; |
| 67 | vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; |
| 68 |
|
| 69 | vec3 p0 = vec3(a0.xy,h.x); |
| 70 | vec3 p1 = vec3(a0.zw,h.y); |
| 71 | vec3 p2 = vec3(a1.xy,h.z); |
| 72 | vec3 p3 = vec3(a1.zw,h.w); |
| 73 |
|
| 74 | //Normalise gradients |
| 75 | vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); |
| 76 | p0 *= norm.x; |
| 77 | p1 *= norm.y; |
| 78 | p2 *= norm.z; |
| 79 | p3 *= norm.w; |
| 80 |
|
| 81 | // Mix final noise value |
| 82 | vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); |
| 83 | m = m * m; |
| 84 | return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), |
| 85 | dot(p2,x2), dot(p3,x3) ) ); |
| 86 | } |
| 87 |
|
| 88 | void main() |
| 89 | { |
| 90 | float col = snoise(vec3(gl_FragCoord.x/1000., gl_FragCoord.y/1000., time/5000.))*0.5 |
| 91 | + snoise(vec3(gl_FragCoord.x/500., gl_FragCoord.y/500., time/2500.))*0.25 |
| 92 | + snoise(vec3(gl_FragCoord.x/250., gl_FragCoord.y/250., time/1000.))*0.125 |
| 93 | + snoise(vec3(gl_FragCoord.x/125., gl_FragCoord.y/125., time/500.))*0.0625 |
| 94 | + snoise(vec3(gl_FragCoord.x/62.5, gl_FragCoord.y/62.5, time/200.))*0.0625/2. |
| 95 | + snoise(vec3(gl_FragCoord.x/62.5/2., gl_FragCoord.y/62.5/2., time/100.))*0.0625/4. |
| 96 | + snoise(vec3(gl_FragCoord.x/62.5/4., gl_FragCoord.y/62.5/4., time/50.))*0.0625/8.; |
| 97 | col = clamp(col, 0.18f, 1.0f); |
| 98 | if (col - 0.18f < 0.000001f) discard; |
| 99 | fragColor = vec4(col, col, col, col); |
| 100 | } |
| 101 |
|
| 102 | )"" |
| 103 |
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