2014-03-17 16:04:30 +00:00
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#version 330
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2014-01-02 02:35:38 +00:00
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2014-01-22 13:04:18 +00:00
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//#include "3rdParty/noise.glsl"
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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2014-01-21 15:18:48 +00:00
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smooth in vec3 teNormal;
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2014-01-22 13:04:18 +00:00
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smooth in vec3 tePosition;
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smooth in float gmix;
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2014-01-21 15:18:48 +00:00
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in vec4 teColor;
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2014-01-02 02:35:38 +00:00
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2014-01-21 15:18:48 +00:00
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out vec4 fgColor;
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uniform mat4 ViewMatrix;
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2014-01-02 02:35:38 +00:00
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void main(void)
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{
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2014-01-21 15:18:48 +00:00
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//heliospheric lighting
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vec4 light = vec4(1.0,1.0,1.0,1.0);
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vec4 dark = vec4(0.0,0.0,0.0,1.0);
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//direction to sun from origin
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vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
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float costheta = dot(teNormal, lightDir);
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float a = costheta * 0.5 + 0.5;
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2014-01-22 13:04:18 +00:00
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//create gravel-texel
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vec3 uvw = tePosition;
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// Six components of noise in a fractal sum
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//float n = snoise(uvw * 10);
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float n = 0;
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n += 0.5 * snoise(uvw * 20.0);
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//n += 0.25 * snoise(uvw * 40.0);
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//n += 0.125 * snoise(uvw * 80.0);
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//n += 0.0625 * snoise(uvw * 160.0);
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//n += 0.03125 * snoise(uvw * 320.0);
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n = abs(n*2);//[0,1]
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//dirt
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float d = snoise(uvw);
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d += 0.5 * snoise(uvw * 2);
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d += 0.25 * snoise(uvw * 4);
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d = d/3*2 +0.5;
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// base, dirt, noise-level*(above 0?)*(linear blend by y)
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vec4 texBase = mix(teColor, vec4(0.45,0.27,0.1,1),d*d*step(0.01,tePosition.y)*clamp(tePosition.y/2,0,2));
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// stone highlights
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vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n);
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//mix highlights into Color with inclination, if inclination^2 > 0.35
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vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4);
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vec4 Color = texColor;
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2014-01-21 15:18:48 +00:00
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2014-01-22 13:04:18 +00:00
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fgColor = Color * mix(dark, light, a);
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2014-01-03 02:01:54 +00:00
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}
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