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- //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\
- ";
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