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- <jittershader name="fbm">
- <description>
- Fractional Brownian Noise
- </description>
- <param name="time" type="float" default="0." />
- <param name="bSmooth" type="int" default="1." />
- <param name="octaves" type="int" default="4" />
- <param name="map" type="vec2" default="0. 1." />
- <param name="scale" type="vec2" default="5. 5." />
- <language name="glsl" version="2.1">
- <bind param="time" program="fp" />
- <bind param="bSmooth" program="fp" />
- <bind param="octaves" program="fp" />
- <bind param="map" program="fp" />
- <bind param="scale" program="fp" />
- <program name="vp" type="vertex" source="sh.passthrudim.vp.glsl" />
- <program name="fp" type="fragment">
- <![CDATA[
- //
- // Description : Array and textureless GLSL 2D/3D/4D simplex
- // noise functions.
- // Author : Ian McEwan, Ashima Arts.
- // Maintainer : stegu
- // Lastmod : 20110822 (ijm)
- // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
- // Distributed under the MIT License. See LICENSE file.
- // https://github.com/ashima/webgl-noise
- // https://github.com/stegu/webgl-noise
- //
- vec3 mod289(vec3 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
- }
- vec4 mod289(vec4 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
- }
- vec4 permute(vec4 x) {
- return mod289(((x*34.0)+1.0)*x);
- }
- 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 );
- // x0 = x0 - 0.0 + 0.0 * C.xxx;
- // x1 = x0 - i1 + 1.0 * C.xxx;
- // x2 = x0 - i2 + 2.0 * C.xxx;
- // x3 = x0 - 1.0 + 3.0 * C.xxx;
- vec3 x1 = x0 - i1 + C.xxx;
- vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
- vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
- // Permutations
- i = mod289(i);
- 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: 7x7 points over a square, mapped onto an octahedron.
- // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
- float n_ = 0.142857142857; // 1.0/7.0
- vec3 ns = n_ * D.wyz - D.xzx;
- vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
- 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 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
- //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
- 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) ) );
- }
- varying vec2 texcoord0;
- varying vec2 texdim0;
- uniform float time;
- uniform int bSmooth;
- uniform vec2 map;
- uniform vec2 scale;
- uniform int octaves;
- void main()
- {
- float noise;
- float octave = 1.0;
- vec2 offset = vec2(1.0,0.0);
- vec2 uv = (texcoord0 / texdim0) + (offset + time);
- for(int i = 0; i < octaves; i++){
- noise += (1./octave) * snoise(octave * vec3(uv.x * scale.x, uv.y * scale.y, time));
- octave *= 2.0;
- }
- if(noise < map.x){
- noise = 0.0;
- }else if(noise > map.y){
- noise = 1.0;
- }
- if(bSmooth == 1){
- noise = smoothstep(map.x, map.y, noise);
- }
- gl_FragColor = vec4(vec3(noise),1.);
- }
- ]]>
- </program>
- </language>
- </jittershader>
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