| // |
| // Description : Array and textureless GLSL 3D simplex noise function. |
| // Author : Ian McEwan, Ashima Arts. |
| // Maintainer : ijm |
| // Lastmod : 20110409 (stegu) |
| // License : Copyright (C) 2011 Ashima Arts. All rights reserved. |
| // Distributed under the MIT License. See LICENSE file. |
| // |
| |
| #ifdef GL_ES |
| #define MEDIUMP mediump |
| #else |
| #define MEDIUMP |
| #endif |
| |
| uniform float time; |
| uniform MEDIUMP vec2 uvScale; |
| varying vec2 vUv; |
| |
| vec4 permute(vec4 x) |
| { |
| return mod(((x * 34.0) + 1.0) * x, 289.0); |
| } |
| |
| vec4 taylorInvSqrt(vec4 r) |
| { |
| return 1.79284291400159 - 0.85373472095314 * r; |
| } |
| |
| float snoise(vec3 v) |
| { |
| const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); |
| const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); |
| |
| // First corner |
| vec3 i = floor(v + dot(v, C.yyy)); |
| vec3 x0 = v - i + dot(i, C.xxx); |
| |
| // Other corners |
| vec3 g = step(x0.yzx, x0.xyz); |
| vec3 l = 1.0 - g; |
| vec3 i1 = min(g.xyz, l.zxy); |
| vec3 i2 = max(g.xyz, l.zxy); |
| |
| vec3 x1 = x0 - i1 + 1.0 * C.xxx; |
| vec3 x2 = x0 - i2 + 2.0 * C.xxx; |
| vec3 x3 = x0 - 1. + 3.0 * C.xxx; |
| |
| // Permutations |
| i = mod(i, 289.0); |
| vec4 p = permute(permute(permute( |
| i.z + vec4(0.0, i1.z, i2.z, 1.0)) |
| + i.y + vec4(0.0, i1.y, i2.y, 1.0)) |
| + i.x + vec4(0.0, i1.x, i2.x, 1.0)); |
| |
| // Gradients |
| // (N*N points uniformly over a square, mapped onto an octahedron.) |
| |
| float n_ = 1.0 / 7.0; // N=7 |
| |
| vec3 ns = n_ * D.wyz - D.xzx; |
| |
| vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) |
| |
| vec4 x_ = floor(j * ns.z); |
| vec4 y_ = floor(j - 7.0 * x_); // mod(j,N) |
| |
| vec4 x = x_ *ns.x + ns.yyyy; |
| vec4 y = y_ *ns.x + ns.yyyy; |
| vec4 h = 1.0 - abs(x) - abs(y); |
| |
| vec4 b0 = vec4(x.xy, y.xy); |
| vec4 b1 = vec4(x.zw, y.zw); |
| |
| |
| vec4 s0 = floor(b0) * 2.0 + 1.0; |
| vec4 s1 = floor(b1) * 2.0 + 1.0; |
| vec4 sh = -step(h, vec4(0.0)); |
| |
| vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; |
| vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; |
| |
| vec3 p0 = vec3(a0.xy, h.x); |
| vec3 p1 = vec3(a0.zw, h.y); |
| vec3 p2 = vec3(a1.xy, h.z); |
| vec3 p3 = vec3(a1.zw, h.w); |
| |
| // Normalise gradients |
| |
| vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
| p0 *= norm.x; |
| p1 *= norm.y; |
| p2 *= norm.z; |
| p3 *= norm.w; |
| |
| // Mix final noise value |
| |
| vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); |
| m = m * m; |
| return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1), |
| dot(p2, x2), dot(p3, x3))); |
| } |
| |
| float surface3(vec3 coord) |
| { |
| float n = 0.0; |
| |
| n += 1.0 * abs(snoise(coord)); |
| n += 0.5 * abs(snoise(coord * 2.0)); |
| n += 0.25 * abs(snoise(coord * 4.0)); |
| n += 0.125 * abs(snoise(coord * 8.0)); |
| |
| return n; |
| } |
| |
| void main(void) |
| { |
| vec3 coord = vec3(vUv.x, uvScale.y - vUv.y, -time); |
| float n = surface3(coord); |
| |
| gl_FragColor = vec4(vec3(n, n, n), 1.0); |
| } |
| |
| |