mirror of
https://github.com/Anuken/Mindustry.git
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112 lines
2.7 KiB
Plaintext
112 lines
2.7 KiB
Plaintext
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform vec2 u_uv;
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uniform vec2 u_uv2;
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uniform float u_progress;
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uniform float u_time;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
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float snoise(vec3 v){
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0. + 0.0 * C
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vec3 x1 = x0 - i1 + 1.0 * C.xxx;
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vec3 x2 = x0 - i2 + 2.0 * C.xxx;
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vec3 x3 = x0 - 1. + 3.0 * C.xxx;
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// Permutations
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i = mod(i, 289.0 );
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients
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// ( N*N points uniformly over a square, mapped onto an octahedron.)
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float n_ = 1.0/7.0; // N=7
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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void main() {
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vec2 t = v_texCoord.xy;
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec2 coords = (v_texCoord-u_uv) / v;
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const float scl = 10.0;
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float result = (snoise(vec3(coords.x / scl, coords.y / scl, u_time/400000.0)) + 1.0)/2.0;
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vec4 color = texture2D(u_texture, t);
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if(result < u_progress){
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gl_FragColor = color;
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}else if(result < u_progress*2.0 && color.a > 0.1){
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gl_FragColor = u_color;
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}else{
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gl_FragColor = vec4(0.0);
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}
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}
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