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