Window shows fps-count + proc-tex-shader
- added fps to window-name - hsSDL2 needs update (as i changed functions in there which got merged) - wrote simplistic procedural texture shader
This commit is contained in:
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080776b25c
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70
shaders/3rdParty/noise2D.glsl
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70
shaders/3rdParty/noise2D.glsl
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//
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// Description : Array and textureless GLSL 2D simplex noise function.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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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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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float snoise(vec2 v)
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{
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
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//i1.y = 1.0 - i1.x;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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// x0 = x0 - 0.0 + 0.0 * C.xx ;
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// x1 = x0 - i1 + 1.0 * C.xx ;
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// x2 = x0 - 1.0 + 2.0 * C.xx ;
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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shaders/3rdParty/noise3D.glsl
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shaders/3rdParty/noise3D.glsl
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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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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shaders/3rdParty/noise4D.glsl
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shaders/3rdParty/noise4D.glsl
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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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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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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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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float permute(float 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 taylorInvSqrt(float r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 grad4(float j, vec4 ip)
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{
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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// (sqrt(5) - 1)/4 = F4, used once below
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#define F4 0.309016994374947451
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float snoise(vec4 v)
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{
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const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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0.276393202250021, // 2 * G4
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0.414589803375032, // 3 * G4
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-0.447213595499958); // -1 + 4 * G4
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// First corner
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vec4 i = floor(v + dot(v, vec4(F4)) );
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec3 isX = step( x0.yzw, x0.xxx );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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// x0 = x0 - 0.0 + 0.0 * C.xxxx
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// x1 = x0 - i1 + 1.0 * C.xxxx
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// x2 = x0 - i2 + 2.0 * C.xxxx
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// x3 = x0 - i3 + 3.0 * C.xxxx
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// x4 = x0 - 1.0 + 4.0 * C.xxxx
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vec4 x1 = x0 - i1 + C.xxxx;
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vec4 x2 = x0 - i2 + C.yyyy;
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vec4 x3 = x0 - i3 + C.zzzz;
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vec4 x4 = x0 + C.wwww;
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// Permutations
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i = mod289(i);
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float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute( permute( permute( permute (
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i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
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+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
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// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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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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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
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}
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#version 400
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#version 400
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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;
|
||||||
|
}
|
||||||
|
|
||||||
|
float snoise(vec3 v)
|
||||||
|
{
|
||||||
|
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
|
||||||
|
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||||
|
|
||||||
|
// First corner
|
||||||
|
vec3 i = floor(v + dot(v, C.yyy) );
|
||||||
|
vec3 x0 = v - i + dot(i, C.xxx) ;
|
||||||
|
|
||||||
|
// Other corners
|
||||||
|
vec3 g = step(x0.yzx, x0.xyz);
|
||||||
|
vec3 l = 1.0 - g;
|
||||||
|
vec3 i1 = min( g.xyz, l.zxy );
|
||||||
|
vec3 i2 = max( g.xyz, l.zxy );
|
||||||
|
|
||||||
|
// x0 = x0 - 0.0 + 0.0 * C.xxx;
|
||||||
|
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||||||
|
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||||||
|
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||||||
|
vec3 x1 = x0 - i1 + C.xxx;
|
||||||
|
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||||
|
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||||
|
|
||||||
|
// Permutations
|
||||||
|
i = mod289(i);
|
||||||
|
vec4 p = permute( permute( permute(
|
||||||
|
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
|
||||||
|
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
|
||||||
|
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
|
||||||
|
|
||||||
|
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||||
|
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||||
|
float n_ = 0.142857142857; // 1.0/7.0
|
||||||
|
vec3 ns = n_ * D.wyz - D.xzx;
|
||||||
|
|
||||||
|
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||||
|
|
||||||
|
vec4 x_ = floor(j * ns.z);
|
||||||
|
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
|
||||||
|
|
||||||
|
vec4 x = x_ *ns.x + ns.yyyy;
|
||||||
|
vec4 y = y_ *ns.x + ns.yyyy;
|
||||||
|
vec4 h = 1.0 - abs(x) - abs(y);
|
||||||
|
|
||||||
|
vec4 b0 = vec4( x.xy, y.xy );
|
||||||
|
vec4 b1 = vec4( x.zw, y.zw );
|
||||||
|
|
||||||
|
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||||||
|
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||||||
|
vec4 s0 = floor(b0)*2.0 + 1.0;
|
||||||
|
vec4 s1 = floor(b1)*2.0 + 1.0;
|
||||||
|
vec4 sh = -step(h, vec4(0.0));
|
||||||
|
|
||||||
|
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
|
||||||
|
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
|
||||||
|
|
||||||
|
vec3 p0 = vec3(a0.xy,h.x);
|
||||||
|
vec3 p1 = vec3(a0.zw,h.y);
|
||||||
|
vec3 p2 = vec3(a1.xy,h.z);
|
||||||
|
vec3 p3 = vec3(a1.zw,h.w);
|
||||||
|
|
||||||
|
//Normalise gradients
|
||||||
|
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||||
|
p0 *= norm.x;
|
||||||
|
p1 *= norm.y;
|
||||||
|
p2 *= norm.z;
|
||||||
|
p3 *= norm.w;
|
||||||
|
|
||||||
|
// Mix final noise value
|
||||||
|
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||||
|
m = m * m;
|
||||||
|
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
|
||||||
|
dot(p2,x2), dot(p3,x3) ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
smooth in vec3 teNormal;
|
smooth in vec3 teNormal;
|
||||||
|
smooth in vec3 tePosition;
|
||||||
|
smooth in float gmix;
|
||||||
in vec4 teColor;
|
in vec4 teColor;
|
||||||
|
|
||||||
out vec4 fgColor;
|
out vec4 fgColor;
|
||||||
@ -18,6 +115,31 @@ void main(void)
|
|||||||
float costheta = dot(teNormal, lightDir);
|
float costheta = dot(teNormal, lightDir);
|
||||||
float a = costheta * 0.5 + 0.5;
|
float a = costheta * 0.5 + 0.5;
|
||||||
|
|
||||||
|
//create gravel-texel
|
||||||
|
vec3 uvw = tePosition;
|
||||||
|
// Six components of noise in a fractal sum
|
||||||
|
//float n = snoise(uvw * 10);
|
||||||
|
float n = 0;
|
||||||
|
n += 0.5 * snoise(uvw * 20.0);
|
||||||
|
//n += 0.25 * snoise(uvw * 40.0);
|
||||||
|
//n += 0.125 * snoise(uvw * 80.0);
|
||||||
|
//n += 0.0625 * snoise(uvw * 160.0);
|
||||||
|
//n += 0.03125 * snoise(uvw * 320.0);
|
||||||
|
n = abs(n*2);//[0,1]
|
||||||
|
|
||||||
fgColor = teColor * mix(dark, light, a);
|
//dirt
|
||||||
|
float d = snoise(uvw);
|
||||||
|
d += 0.5 * snoise(uvw * 2);
|
||||||
|
d += 0.25 * snoise(uvw * 4);
|
||||||
|
d = d/3*2 +0.5;
|
||||||
|
|
||||||
|
// base, dirt, noise-level*(above 0?)*(linear blend by y)
|
||||||
|
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));
|
||||||
|
// stone highlights
|
||||||
|
vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n);
|
||||||
|
//mix highlights into Color with inclination, if inclination^2 > 0.35
|
||||||
|
vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4);
|
||||||
|
vec4 Color = texColor;
|
||||||
|
|
||||||
|
fgColor = Color * mix(dark, light, a);
|
||||||
}
|
}
|
@ -4,9 +4,10 @@ layout(triangles, equal_spacing, cw) in;
|
|||||||
in vec3 tcPosition[];
|
in vec3 tcPosition[];
|
||||||
in vec4 tcColor[];
|
in vec4 tcColor[];
|
||||||
in vec3 tcNormal[];
|
in vec3 tcNormal[];
|
||||||
//out vec3 tePosition;
|
out vec3 tePosition;
|
||||||
out vec4 teColor;
|
out vec4 teColor;
|
||||||
smooth out vec3 teNormal;
|
smooth out vec3 teNormal;
|
||||||
|
smooth out float gmix; //mixture of gravel
|
||||||
//out vec3 tePatchDistance;
|
//out vec3 tePatchDistance;
|
||||||
//constant projection matrix
|
//constant projection matrix
|
||||||
uniform mat4 ProjectionMatrix;
|
uniform mat4 ProjectionMatrix;
|
||||||
@ -15,28 +16,34 @@ uniform mat3 NormalMatrix;
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 p0 = gl_TessCoord.x * tcPosition[0];
|
//NORMAL
|
||||||
vec3 p1 = gl_TessCoord.y * tcPosition[1];
|
|
||||||
vec3 p2 = gl_TessCoord.z * tcPosition[2];
|
|
||||||
//tePatchDistance = gl_TessCoord;
|
|
||||||
vec3 tePosition = p0 + p1 + p2;
|
|
||||||
|
|
||||||
vec3 n0 = gl_TessCoord.x * tcNormal[0];
|
vec3 n0 = gl_TessCoord.x * tcNormal[0];
|
||||||
vec3 n1 = gl_TessCoord.y * tcNormal[1];
|
vec3 n1 = gl_TessCoord.y * tcNormal[1];
|
||||||
vec3 n2 = gl_TessCoord.z * tcNormal[2];
|
vec3 n2 = gl_TessCoord.z * tcNormal[2];
|
||||||
vec3 tessNormal = normalize(n0 + n1 + n2);
|
vec3 tessNormal = normalize(n0 + n1 + n2);
|
||||||
teNormal = NormalMatrix * tessNormal;
|
teNormal = NormalMatrix * tessNormal;
|
||||||
|
|
||||||
|
//POSITION
|
||||||
|
vec3 p0 = gl_TessCoord.x * tcPosition[0];
|
||||||
|
vec3 p1 = gl_TessCoord.y * tcPosition[1];
|
||||||
|
vec3 p2 = gl_TessCoord.z * tcPosition[2];
|
||||||
|
tePosition = p0 + p1 + p2;
|
||||||
|
|
||||||
//sin(a,b) = length(cross(a,b))
|
//sin(a,b) = length(cross(a,b))
|
||||||
float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
|
float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
|
||||||
float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
|
float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
|
||||||
float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
|
float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
|
||||||
float standout = i0+i1+i2;
|
float standout = i0+i1+i2;
|
||||||
|
tePosition = tePosition+tessNormal*standout;
|
||||||
|
gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
|
||||||
|
|
||||||
vec4 c0 = gl_TessCoord.x * tcColor[0];
|
//COLOR-BLENDING
|
||||||
vec4 c1 = gl_TessCoord.y * tcColor[1];
|
vec4 c0 = sqrt(gl_TessCoord.x) * tcColor[0];
|
||||||
vec4 c2 = gl_TessCoord.z * tcColor[2];
|
vec4 c1 = sqrt(gl_TessCoord.y) * tcColor[1];
|
||||||
teColor = c0 + c1 + c2;
|
vec4 c2 = sqrt(gl_TessCoord.z) * tcColor[2];
|
||||||
|
teColor = (c0 + c1 + c2)/(sqrt(gl_TessCoord.x)+sqrt(gl_TessCoord.y)+sqrt(gl_TessCoord.z));
|
||||||
|
|
||||||
|
//mix gravel based on incline (sin (normal,up))
|
||||||
|
gmix = length(cross(tessNormal, vec3(0,1,0)));
|
||||||
|
|
||||||
gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition+tessNormal*standout, 1);
|
|
||||||
}
|
}
|
@ -315,6 +315,8 @@ run = do
|
|||||||
mt <- liftIO $ do
|
mt <- liftIO $ do
|
||||||
now <- getCurrentTime
|
now <- getCurrentTime
|
||||||
diff <- return $ diffUTCTime now (stateClock state) -- get time-diffs
|
diff <- return $ diffUTCTime now (stateClock state) -- get time-diffs
|
||||||
|
title <- return $ unwords ["Pioneers @ ",show $ ((round .fromRational.toRational $ 1/diff)::Int),"fps"]
|
||||||
|
setWindowTitle win $ title
|
||||||
sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
|
sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
|
||||||
threadDelay sleepAmount
|
threadDelay sleepAmount
|
||||||
return now
|
return now
|
||||||
@ -447,5 +449,4 @@ processEvent e = do
|
|||||||
}
|
}
|
||||||
Quit -> modify $ \s -> s {stateWinClose = True}
|
Quit -> modify $ \s -> s {stateWinClose = True}
|
||||||
-- there is more (joystic, touchInterface, ...), but currently ignored
|
-- there is more (joystic, touchInterface, ...), but currently ignored
|
||||||
_ -> return ()
|
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:",(show e)]
|
||||||
liftIO $ putStrLn $ unwords ["Processing Event:",(show e)]
|
|
@ -1,10 +1,8 @@
|
|||||||
|
{-# LANGUAGE ForeignFunctionInterface #-}
|
||||||
module Render.Misc where
|
module Render.Misc where
|
||||||
|
|
||||||
import Control.Monad
|
import Control.Monad
|
||||||
import qualified Data.ByteString as B (ByteString)
|
import qualified Data.ByteString as B (ByteString)
|
||||||
import Foreign.Marshal.Array (allocaArray,
|
|
||||||
pokeArray)
|
|
||||||
import Foreign.C (CFloat)
|
|
||||||
import Graphics.Rendering.OpenGL.GL.Shaders
|
import Graphics.Rendering.OpenGL.GL.Shaders
|
||||||
import Graphics.Rendering.OpenGL.GL.StateVar
|
import Graphics.Rendering.OpenGL.GL.StateVar
|
||||||
import Graphics.Rendering.OpenGL.GL.StringQueries
|
import Graphics.Rendering.OpenGL.GL.StringQueries
|
||||||
@ -12,7 +10,7 @@ import Graphics.Rendering.OpenGL.GLU.Errors
|
|||||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||||
import System.IO (hPutStrLn, stderr)
|
import System.IO (hPutStrLn, stderr)
|
||||||
import Linear
|
import Linear
|
||||||
|
import Foreign.C (CFloat)
|
||||||
|
|
||||||
up :: V3 CFloat
|
up :: V3 CFloat
|
||||||
up = V3 0 1 0
|
up = V3 0 1 0
|
||||||
|
Loading…
Reference in New Issue
Block a user