From 707c8896cef6bff291f5d2f3339cf9bf46ee2242 Mon Sep 17 00:00:00 2001 From: Akshay Nair Date: Mon, 14 Sep 2026 11:46:56 +0530 Subject: Refactor stuff --- src/main/resources/shaders/modules/noise.glsl | 67 +++++++++++++++++++++++++++ src/main/resources/shaders/modules/sdf.cs | 12 ----- src/main/resources/shaders/modules/sdf.glsl | 12 +++++ src/main/resources/shaders/modules/utils.cs | 4 -- src/main/resources/shaders/modules/utils.glsl | 4 ++ 5 files changed, 83 insertions(+), 16 deletions(-) create mode 100644 src/main/resources/shaders/modules/noise.glsl delete mode 100644 src/main/resources/shaders/modules/sdf.cs create mode 100644 src/main/resources/shaders/modules/sdf.glsl delete mode 100644 src/main/resources/shaders/modules/utils.cs create mode 100644 src/main/resources/shaders/modules/utils.glsl (limited to 'src/main/resources/shaders/modules') 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.cs deleted file mode 100644 index 8121b18..0000000 --- a/src/main/resources/shaders/modules/sdf.cs +++ /dev/null @@ -1,12 +0,0 @@ -float sdf_circle(in vec3 p, in float radius) { - return length(p) - radius; -} - -float sdf_plane(in vec3 p, in vec3 normal, in float offset) { - return dot(p, normal) + offset; -} - -float sdf_box(in vec3 p, in vec3 dimens, in float rounding) { - vec3 q = abs(p) - dimens + rounding; - return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - rounding; -} diff --git a/src/main/resources/shaders/modules/sdf.glsl b/src/main/resources/shaders/modules/sdf.glsl new file mode 100644 index 0000000..8121b18 --- /dev/null +++ b/src/main/resources/shaders/modules/sdf.glsl @@ -0,0 +1,12 @@ +float sdf_circle(in vec3 p, in float radius) { + return length(p) - radius; +} + +float sdf_plane(in vec3 p, in vec3 normal, in float offset) { + return dot(p, normal) + offset; +} + +float sdf_box(in vec3 p, in vec3 dimens, in float rounding) { + vec3 q = abs(p) - dimens + rounding; + return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - rounding; +} diff --git a/src/main/resources/shaders/modules/utils.cs b/src/main/resources/shaders/modules/utils.cs deleted file mode 100644 index 1616e8c..0000000 --- a/src/main/resources/shaders/modules/utils.cs +++ /dev/null @@ -1,4 +0,0 @@ -float smin(float a, float b, float k) { - float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); - return mix(b, a, h) - k * h * (1.0 - h); -} diff --git a/src/main/resources/shaders/modules/utils.glsl b/src/main/resources/shaders/modules/utils.glsl new file mode 100644 index 0000000..1616e8c --- /dev/null +++ b/src/main/resources/shaders/modules/utils.glsl @@ -0,0 +1,4 @@ +float smin(float a, float b, float k) { + float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0); + return mix(b, a, h) - k * h * (1.0 - h); +} -- cgit v1.3.1