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			65 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Plaintext
		
	
| 
											2 years ago
										 |  // 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 ); | ||
|  |  } |