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-rw-r--r--src/main/resources/shaders/modules/noise.glsl67
-rw-r--r--src/main/resources/shaders/modules/sdf.glsl (renamed from src/main/resources/shaders/modules/sdf.cs)0
-rw-r--r--src/main/resources/shaders/modules/utils.glsl (renamed from src/main/resources/shaders/modules/utils.cs)0
-rw-r--r--src/main/resources/shaders/play_shader.glsl (renamed from src/main/resources/shaders/play_shader.cs)103
4 files changed, 86 insertions, 84 deletions
diff --git a/src/main/resources/shaders/modules/noise.glsl b/src/main/resources/shaders/modules/noise.glsl
new file mode 100644
index 0000000..ebedd6d
--- /dev/null
+++ b/src/main/resources/shaders/modules/noise.glsl
@@ -0,0 +1,67 @@
+// Noise Related Functions
+float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
+vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
+vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
+float noise(vec3 p) {
+ vec3 a = floor(p);
+ vec3 d = p - a;
+ d = d * d * (3.0 - 2.0 * d);
+ vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
+ vec4 k1 = perm(b.xyxy);
+ vec4 k2 = perm(k1.xyxy + b.zzww);
+ vec4 c = k2 + a.zzzz;
+ vec4 k3 = perm(c);
+ vec4 k4 = perm(c + 1.0);
+ vec4 o1 = fract(k3 * (1.0 / 41.0));
+ vec4 o2 = fract(k4 * (1.0 / 41.0));
+ vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
+ vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
+ return o4.y * d.y + o4.x * (1.0 - d.y);
+}
+float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
+float gold_noise(in vec2 xy, in float seed) {
+ return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
+}
+float random(vec3 scale, float seed) {
+ return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 +
+ seed);
+}
+
+// Fractal Brownian Noise
+float fbm(vec3 x, int octaves) {
+ float v = 0.0;
+ float a = 0.5;
+ vec3 shift = vec3(100);
+ for (int i = 0; i < octaves; ++i) {
+ v += a * noise(x);
+ x = x * 2.0 + shift;
+ a *= 0.5;
+ }
+ return v;
+}
+
+float random(vec2 st) {
+ return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
+}
+
+float noise(vec2 st) {
+ vec2 i = floor(st);
+ vec2 f = fract(st);
+ float a = random(i);
+ float b = random(i + vec2(1.0, 0.0));
+ float c = random(i + vec2(0.0, 1.0));
+ float d = random(i + vec2(1.0, 1.0));
+ vec2 u = f * f * (3.0 - 2.0 * f);
+ return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
+}
+
+float fbm(vec2 st) {
+ float value = 0.0;
+ float amplitude = 0.5;
+ for (int i = 0; i < 5; i++) {
+ value += amplitude * noise(st);
+ st *= 2.0;
+ amplitude *= 0.5;
+ }
+ return value;
+}
diff --git a/src/main/resources/shaders/modules/sdf.cs b/src/main/resources/shaders/modules/sdf.glsl
index 8121b18..8121b18 100644
--- a/src/main/resources/shaders/modules/sdf.cs
+++ b/src/main/resources/shaders/modules/sdf.glsl
diff --git a/src/main/resources/shaders/modules/utils.cs b/src/main/resources/shaders/modules/utils.glsl
index 1616e8c..1616e8c 100644
--- a/src/main/resources/shaders/modules/utils.cs
+++ b/src/main/resources/shaders/modules/utils.glsl
diff --git a/src/main/resources/shaders/play_shader.cs b/src/main/resources/shaders/play_shader.glsl
index ec19900..0737bed 100644
--- a/src/main/resources/shaders/play_shader.cs
+++ b/src/main/resources/shaders/play_shader.glsl
@@ -3,9 +3,11 @@ layout(local_size_x = 1, local_size_y = 1) in;
#include <sdf>
#include <utils>
+#include <noise>
uniform float seconds = 0;
-layout(rgba8) uniform readonly image2D noise_texture;
+layout(rgba8) uniform readonly image2D cloud_noise_texture;
+// layout(rgba8) uniform readonly image2D terrain_noise_texture;
layout(rgba8) uniform writeonly image2D output_image;
uniform vec3 camera_position = vec3(0, 1, 0);
uniform vec3 uv_direction = vec3(0);
@@ -15,74 +17,6 @@ uniform vec3 primary_light_position = vec3(1, 2, 1);
#define MAX_DISTANCE 100.0
#define SURFACE_DIST 0.01
-// Noise Related Functions
-float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
-vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
-vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
-float noise(vec3 p) {
- vec3 a = floor(p);
- vec3 d = p - a;
- d = d * d * (3.0 - 2.0 * d);
- vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
- vec4 k1 = perm(b.xyxy);
- vec4 k2 = perm(k1.xyxy + b.zzww);
- vec4 c = k2 + a.zzzz;
- vec4 k3 = perm(c);
- vec4 k4 = perm(c + 1.0);
- vec4 o1 = fract(k3 * (1.0 / 41.0));
- vec4 o2 = fract(k4 * (1.0 / 41.0));
- vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
- vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
- return o4.y * d.y + o4.x * (1.0 - d.y);
-}
-float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
-float gold_noise(in vec2 xy, in float seed) {
- return fract(tan(distance(xy * PHI, xy) * seed) * xy.x);
-}
-float random(vec3 scale, float seed) {
- return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 +
- seed);
-}
-
-// Fractal Brownian Noise
-float fbm(vec3 x, int octaves) {
- float v = 0.0;
- float a = 0.5;
- vec3 shift = vec3(100);
- for (int i = 0; i < octaves; ++i) {
- v += a * noise(x);
- x = x * 2.0 + shift;
- a *= 0.5;
- }
- return v;
-}
-
-float random(vec2 st) {
- return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
-}
-
-float noise(vec2 st) {
- vec2 i = floor(st);
- vec2 f = fract(st);
- float a = random(i);
- float b = random(i + vec2(1.0, 0.0));
- float c = random(i + vec2(0.0, 1.0));
- float d = random(i + vec2(1.0, 1.0));
- vec2 u = f * f * (3.0 - 2.0 * f);
- return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
-}
-
-float fbm(vec2 st) {
- float value = 0.0;
- float amplitude = 0.5;
- for (int i = 0; i < 5; i++) {
- value += amplitude * noise(st);
- st *= 2.0;
- amplitude *= 0.5;
- }
- return value;
-}
-
// TODO: Enumify
#define OID_TERRAIN 4.
@@ -90,8 +24,7 @@ vec2 scene(in vec3 p) {
float c1 = sdf_circle(p - vec3(0, 1, 2.4), 0.2);
float c2 = sdf_circle(p - vec3(-0.6, 1, 3), 0.3);
float box = sdf_box(p - vec3(1, 0.5, 3), vec3(0.5, 0.18, 0.2), 0.07);
- float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 200.0) / 2.0) +
- 0.005 * noise((p - 50.0) * 20.0);
+ float terrain_noise = 6.0 * noise(p / 20.0) + 0.2 * noise((p + 10.0) / 2.0);
float terrain =
sdf_plane(p + vec3(0.0, terrain_noise, 0.0), vec3(0., 1., 0.), 0.0);
float light_indicator =
@@ -124,13 +57,6 @@ vec2 ray_march_scene(in vec3 ray_origin, in vec3 ray_direction) {
return vec2(dist, 0.0);
}
-vec3 surface_normal_scene(in vec3 p) {
- vec2 inc = vec2(0.01, 0);
- return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x,
- scene(p + inc.yxy).x - scene(p - inc.yxy).x,
- scene(p + inc.yyx).x - scene(p - inc.yyx).x));
-}
-
float shadow_scene(in vec3 ray_origin, in vec3 ray_direction,
in float light_intensity) {
float dist = 0.;
@@ -156,6 +82,13 @@ float shadow_scene(in vec3 ray_origin, in vec3 ray_direction,
return res * res * (3.0 - 2.0 * res);
}
+vec3 surface_normal_scene(in vec3 p) {
+ vec2 inc = vec2(0.01, 0);
+ return normalize(vec3(scene(p + inc.xyy).x - scene(p - inc.xyy).x,
+ scene(p + inc.yxy).x - scene(p - inc.yxy).x,
+ scene(p + inc.yyx).x - scene(p - inc.yyx).x));
+}
+
void main() {
vec2 resolution = vec2(imageSize(output_image).xy);
vec3 uv = vec3((gl_GlobalInvocationID.xy - resolution / 2.0) / resolution, 0);
@@ -181,7 +114,7 @@ void main() {
col = vec3(0.24, 0.61, 0.08);
else if (oid == 0) { // Sky
vec4 cloud_noise =
- imageLoad(noise_texture, ivec2(gl_GlobalInvocationID.xy));
+ imageLoad(cloud_noise_texture, ivec2(gl_GlobalInvocationID.xy));
col = vec3(0.35, 0.6, 0.9);
col = mix(col, cloud_noise.xyz, clamp(0.5, 0., 1.));
}
@@ -190,13 +123,15 @@ void main() {
float contrast = 1.;
contrast *= clamp(dot(normal, light_dir), 0, 1.);
contrast *= shadow_scene(p, light_dir, 24.0);
- float spe =
- pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast *
- (0.04 + 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0));
col = col * 1.1 + 0.01;
- if (oid != OID_TERRAIN)
- col += 12.0 * spe * vec3(1.00, 0.70, 0.5);
col *= contrast;
+ if (oid != OID_TERRAIN) {
+ float spe =
+ pow(clamp(dot(normal, hal), 0.0, 1.0), 16.0) * contrast *
+ (0.04 +
+ 0.96 * pow(clamp(1.0 + dot(hal, uv_direction), 0.0, 1.0), 5.0));
+ col += 12.0 * spe * vec3(1.00, 0.70, 0.5);
+ }
// col *= max(0.1, exp(-0.00005 * depth * depth * depth));
}