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Merge pull request #26 from bmabsout/patch-2
Created the smooth_cheese.fsh shader
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#version 300 es | ||
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/* | ||
* Title: Smooth Cheese | ||
* Author: Bassel EL Mabsout | ||
* SIMPLEX noise implementation taken from: | ||
* https://www.shadertoy.com/view/XsX3zB | ||
* | ||
* The MIT License | ||
* Copyright © 2013 Nikita Miropolskiy | ||
* | ||
* ( license has been changed from CCA-NC-SA 3.0 to MIT | ||
* | ||
* but thanks for attributing your source code when deriving from this sample | ||
* with a following link: https://www.shadertoy.com/view/XsX3zB ) | ||
*/ | ||
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precision highp float; | ||
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uniform float iTime; | ||
uniform vec3 iResolution; | ||
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in vec2 textureCoord; | ||
out vec4 fragColor; | ||
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/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */ | ||
vec3 random3(vec3 c) { | ||
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); | ||
vec3 r; | ||
r.z = fract(512.0*j); | ||
j *= .125; | ||
r.x = fract(512.0*j); | ||
j *= .125; | ||
r.y = fract(512.0*j); | ||
return r-0.5; | ||
} | ||
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/* skew constants for 3d simplex functions */ | ||
const float F3 = 0.3333333; | ||
const float G3 = 0.1666667; | ||
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/* 3d simplex noise */ | ||
float simplex3d(vec3 p) { | ||
/* 1. find current tetrahedron T and it's four vertices */ | ||
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */ | ||
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/ | ||
/* calculate s and x */ | ||
vec3 s = floor(p + dot(p, vec3(F3))); | ||
vec3 x = p - s + dot(s, vec3(G3)); | ||
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/* calculate i1 and i2 */ | ||
vec3 e = step(vec3(0.0), x - x.yzx); | ||
vec3 i1 = e*(1.0 - e.zxy); | ||
vec3 i2 = 1.0 - e.zxy*(1.0 - e); | ||
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/* x1, x2, x3 */ | ||
vec3 x1 = x - i1 + G3; | ||
vec3 x2 = x - i2 + 2.0*G3; | ||
vec3 x3 = x - 1.0 + 3.0*G3; | ||
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/* 2. find four surflets and store them in d */ | ||
vec4 w, d; | ||
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/* calculate surflet weights */ | ||
w.x = dot(x, x); | ||
w.y = dot(x1, x1); | ||
w.z = dot(x2, x2); | ||
w.w = dot(x3, x3); | ||
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/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */ | ||
w = max(0.6 - w, 0.0); | ||
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/* calculate surflet components */ | ||
d.x = dot(random3(s), x); | ||
d.y = dot(random3(s + i1), x1); | ||
d.z = dot(random3(s + i2), x2); | ||
d.w = dot(random3(s + 1.0), x3); | ||
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/* multiply d by w^4 */ | ||
w *= w; | ||
w *= w; | ||
d *= w; | ||
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/* 3. return the sum of the four surflets */ | ||
return dot(d, vec4(52.0)); | ||
} | ||
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void main() | ||
{ | ||
vec2 p = textureCoord; | ||
vec3 p3 = vec3(p, iTime*0.015)+vec3(iTime*0.015,0.0,0.0); | ||
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float value = pow(abs(simplex3d(p3*2.0)),1.5); | ||
float red = 0.5 + 0.5*simplex3d(p3*2.0 + 38274.9); | ||
float green = abs(0.2+0.5*simplex3d(p3*2.0 + 3824.9)); | ||
float blue = abs(simplex3d(p3*2.0 + 98274.9)); | ||
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fragColor = vec4(sqrt(value*vec3(red, green, blue)), 1.0); | ||
} |