| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394 | //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\varying vec2 v_position;\n\\n\float textureSliceWidth = u_noiseTextureDimensions.x;\n\float inverseNoiseTextureRows = u_noiseTextureDimensions.z;\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\    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 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\    gl_FragColor = vec4(worley0, worley1, worley2, 1.0);\n\}\n\";
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