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