#ifdef GL_ES precision mediump float; precision lowp int; #define INTEGER lowp int #else #define INTEGER int #endif attribute vec4 a_position; attribute vec3 a_normal; uniform mat4 u_proj; uniform mat4 u_trans; uniform float u_time; uniform int u_octaves; uniform float u_falloff; uniform float u_scale; uniform float u_power; uniform float u_spread; uniform float u_magnitude; uniform float u_seed; uniform INTEGER u_colornum; varying float v_height; float rand(vec2 co){ return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } vec4 permute(vec4 x){ return mod(((x*34.0)+1.0)*x, 289.0); } float permute(float x){ return floor(mod(((x*34.0)+1.0)*x, 289.0)); } vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; } float taylorInvSqrt(float r){ return 1.79284291400159 - 0.85373472095314 * r; } vec4 grad4(float j, vec4 ip){ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); vec4 p, s; p.xyz = floor(fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; p.w = 1.5 - dot(abs(p.xyz), ones.xyz); s = vec4(lessThan(p, vec4(0.0))); p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; return p; } float snoise(vec4 v){ const vec2 C = vec2(0.138196601125010504, 0.309016994374947451); vec4 i = floor(v + dot(v, C.yyyy)); vec4 x0 = v - i + dot(i, C.xxxx); vec4 i0; vec3 isX = step(x0.yzw, x0.xxx); vec3 isYZ = step(x0.zww, x0.yyz); i0.x = isX.x + isX.y + isX.z; i0.yzw = 1.0 - isX; i0.y += isYZ.x + isYZ.y; i0.zw += 1.0 - isYZ.xy; i0.z += isYZ.z; i0.w += 1.0 - isYZ.z; vec4 i3 = clamp(i0, 0.0, 1.0); vec4 i2 = clamp(i0-1.0, 0.0, 1.0); vec4 i1 = clamp(i0-2.0, 0.0, 1.0); vec4 x1 = x0 - i1 + 1.0 * C.xxxx; vec4 x2 = x0 - i2 + 2.0 * C.xxxx; vec4 x3 = x0 - i3 + 3.0 * C.xxxx; vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; i = mod(i, 289.0); float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x); vec4 j1 = permute(permute(permute(permute ( i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z + vec4(i1.z, i2.z, i3.z, 1.0)) + i.y + vec4(i1.y, i2.y, i3.y, 1.0)) + i.x + vec4(i1.x, i2.x, i3.x, 1.0)); vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0); vec4 p0 = grad4(j0, ip); vec4 p1 = grad4(j1.x, ip); vec4 p2 = grad4(j1.y, ip); vec4 p3 = grad4(j1.z, ip); vec4 p4 = grad4(j1.w, ip); 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; p4 *= taylorInvSqrt(dot(p4, p4)); vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0); m0 = m0 * m0; m1 = m1 * m1; return 49.0 * (dot(m0*m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))+ dot(m1*m1, vec2(dot(p3, x3), dot(p4, x4)))); } float onoise(vec4 pos, int octaves, float falloff, float scl, float po){ float sum = 0.0; float samp = 0.0; float amp = 1.0; float cscl = scl; for (int i = 0; i < octaves; i ++){ sum += (snoise(pos / vec4(cscl, cscl, cscl, 1.0)) + 1.0) / 2.0 * amp; cscl /= 2.0; samp += amp; amp *= falloff; } return pow(sum / samp, po); } void main(){ vec4 pos = a_position; float height = onoise(vec4(a_position.xyz, u_time + u_seed), u_octaves, u_falloff, u_scale, u_power); int cindex = int(height * float(u_colornum)); float dst = 1.0 - (u_magnitude/2.0) + height*u_magnitude; v_height = (height + (onoise(vec4(a_position.xyz, u_time + u_seed*2.0), u_octaves, u_falloff, u_scale, u_power) - 0.5) / 6.0 - 0.5) * u_spread + 0.5; gl_Position = u_proj * u_trans * a_position; //u_proj * (a_position + vec4(pos.xyz * (dst - 1.0), 0.0)); }