//This file is automatically rebuilt by the Cesium build process. export default "uniform vec3 u_noiseTextureDimensions;\n\ uniform float u_noiseDetail;\n\ uniform vec3 u_noiseOffset;\n\ in vec2 v_position;\n\ \n\ float wrap(float value, float rangeLength) {\n\ if(value < 0.0) {\n\ float absValue = abs(value);\n\ float modValue = mod(absValue, rangeLength);\n\ return mod(rangeLength - modValue, rangeLength);\n\ }\n\ return mod(value, rangeLength);\n\ }\n\ \n\ vec3 wrapVec(vec3 value, float rangeLength) {\n\ return vec3(wrap(value.x, rangeLength),\n\ wrap(value.y, rangeLength),\n\ wrap(value.z, rangeLength));\n\ }\n\ \n\ vec3 random3(vec3 p) {\n\ float dot1 = dot(p, vec3(127.1, 311.7, 932.8));\n\ float dot2 = dot(p, vec3(269.5, 183.3, 421.4));\n\ return fract(vec3(sin(dot1 - dot2), cos(dot1 * dot2), dot1 * dot2));\n\ }\n\ \n\ // Frequency corresponds to cell size.\n\ // The higher the frequency, the smaller the cell size.\n\ vec3 getWorleyCellPoint(vec3 centerCell, vec3 offset, float freq) {\n\ float textureSliceWidth = u_noiseTextureDimensions.x;\n\ vec3 cell = centerCell + offset;\n\ cell = wrapVec(cell, textureSliceWidth / u_noiseDetail);\n\ cell += floor(u_noiseOffset / u_noiseDetail);\n\ vec3 p = offset + random3(cell);\n\ return p;\n\ }\n\ \n\ float worleyNoise(vec3 p, float freq) {\n\ vec3 centerCell = floor(p * freq);\n\ vec3 pointInCell = fract(p * freq);\n\ float shortestDistance = 1000.0;\n\ \n\ for(float z = -1.0; z <= 1.0; z++) {\n\ for(float y = -1.0; y <= 1.0; y++) {\n\ for(float x = -1.0; x <= 1.0; x++) {\n\ vec3 offset = vec3(x, y, z);\n\ vec3 point = getWorleyCellPoint(centerCell, offset, freq);\n\ \n\ float distance = length(pointInCell - point);\n\ if(distance < shortestDistance) {\n\ shortestDistance = distance;\n\ }\n\ }\n\ }\n\ }\n\ \n\ return shortestDistance;\n\ }\n\ \n\ const float MAX_FBM_ITERATIONS = 10.0;\n\ \n\ float worleyFBMNoise(vec3 p, float octaves, float scale) {\n\ float noise = 0.0;\n\ float freq = 1.0;\n\ float persistence = 0.625;\n\ for(float i = 0.0; i < MAX_FBM_ITERATIONS; i++) {\n\ if(i >= octaves) {\n\ break;\n\ }\n\ \n\ noise += worleyNoise(p * scale, freq * scale) * persistence;\n\ persistence *= 0.5;\n\ freq *= 2.0;\n\ }\n\ return noise;\n\ }\n\ \n\ void main() {\n\ float textureSliceWidth = u_noiseTextureDimensions.x;\n\ float inverseNoiseTextureRows = u_noiseTextureDimensions.z;\n\ float x = mod(v_position.x, textureSliceWidth);\n\ float y = mod(v_position.y, textureSliceWidth);\n\ float sliceRow = floor(v_position.y / textureSliceWidth);\n\ float z = floor(v_position.x / textureSliceWidth) + sliceRow * inverseNoiseTextureRows * textureSliceWidth;\n\ \n\ vec3 position = vec3(x, y, z);\n\ position /= u_noiseDetail;\n\ float worley0 = clamp(worleyFBMNoise(position, 3.0, 1.0), 0.0, 1.0);\n\ float worley1 = clamp(worleyFBMNoise(position, 3.0, 2.0), 0.0, 1.0);\n\ float worley2 = clamp(worleyFBMNoise(position, 3.0, 3.0), 0.0, 1.0);\n\ out_FragColor = vec4(worley0, worley1, worley2, 1.0);\n\ }\n\ ";