// console commands // 'xs height' // shader inputs // uniform vec3 iVolumeSize; // volume size [1-126] // uniform float iColorIndex; // current color index [1-255] // uniform vec3 iMirror; // current mirror mode [0-1] // uniform vec3 iAxis; // current axis mode [0-1] // uniform float iFrame; // current anim frame index // uniform float iNumFrames; // total num of anim frames // uniform float iIter; // current iteration index // uniform vec4 iRand; // random number // uniform float iArgs[8]; // user args // built-in functions // float voxel( vec3 v ); // get voxel color index at position v // generate new voxel color index at position v float noise(int x, int y){ x %= 25; y %= 25; int n = x + y * 57; n = (n<<13) ^ n; float o=1.0f-(float((n*(n*n*int(iArgs[0]) + 789221 ) + 1376312589 ) & 0xFFFFFFFF)/1073741824.0f); return o; } float snoise(int x, int y){ float co = (noise(x-1,y-1)+noise(x+1,y-1)+noise(x-1,y+1)+noise(x+1,y+1))/16.0f; float si = (noise(x-1,y)+noise(x+1,y)+noise(x,y-1)+noise(x,y+1))/8.0f; float ce = noise(x,y)/4.0f; return co+si+ce; } float cosini(float a, float b, float x){ float f=(1-cos(x*3.1415927))*0.5f; return a*(1-f)+b*f; } float inno(float x, float y){ int intX=int(x); float fraX=x-intX; int intY=int(y); float fraY=y-intY; float i1=cosini(snoise(intX,intY),snoise(intX+1,intY),fraX); float i2=cosini(snoise(intX,intY+1),snoise(intX+1,intY+1),fraX); return cosini(i1,i2,fraY); } float pernoi(float x, float y){ float total=0.; for(int i=0;i<=20;i++){ float freq=pow(float(2),i); total+=inno(x*freq,y*freq)*pow(0.45f,i); } return total; } float map( vec3 v ) { float height = 255.0 - voxel( vec3( v.xy, 0.0 ) ); height = (height * 0.5f - 1.0)/8 + 16; float extra = pernoi(0.08f*v.x,0.08f*v.y); if (extra>2){ height = height + 1; } return ( v.z <= height ? iColorIndex : 0.0 ); }