1 | -- GLSL.Vert -- |
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2 | |
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3 | #version 120 |
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4 | |
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5 | attribute vec2 in_Position; |
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6 | |
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7 | void main(void) |
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8 | { |
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9 | gl_Position = vec4(in_Position, 0.0, 1.0); |
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10 | } |
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11 | |
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12 | -- GLSL.Frag -- |
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13 | |
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14 | #version 120 |
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15 | |
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16 | uniform float u_Time; |
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17 | |
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18 | vec4 noise3d(vec3 p1, vec3 p2, vec3 p3, vec3 p4) |
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19 | { |
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20 | vec3 q = vec3(12.3453, -54.3353432, 34.3490432); |
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21 | vec4 s = vec4(dot(p1, q), dot(p2, q), dot(p3, q), dot(p4, q)); |
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22 | return fract(sin(54.343909 + s) * 8433.235443); |
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23 | } |
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24 | |
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25 | float perlin3d(vec3 p) |
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26 | { |
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27 | mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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28 | p = r * p; |
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29 | |
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30 | vec3 a = floor(p); |
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31 | vec3 d = p - a; |
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32 | d = d * d * (3.0 - 2.0 * d); |
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33 | |
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34 | vec4 o1 = noise3d(a, |
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35 | a + vec3(0.0, 1.0, 0.0), |
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36 | a + vec3(0.0, 0.0, 1.0), |
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37 | a + vec3(0.0, 1.0, 1.0)); |
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38 | vec4 o2 = noise3d(a + vec3(1.0, 0.0, 0.0), |
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39 | a + vec3(1.0, 1.0, 0.0), |
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40 | a + vec3(1.0, 0.0, 1.0), |
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41 | a + vec3(1.0, 1.0, 1.0)); |
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42 | |
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43 | vec4 o3 = o2 * d.x + o1 * (1.0 - d.x); |
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44 | vec2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); |
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45 | |
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46 | return o4.y * d.z + o4.x * (1.0 - d.z); |
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47 | } |
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48 | |
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49 | void main(void) |
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50 | { |
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51 | vec2 xy = gl_FragCoord.xy * 2.0; |
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52 | xy.y -= u_Time * 400.0; |
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53 | float z = u_Time * 2.0; |
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54 | |
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55 | float p = perlin3d(vec3(xy / 80.0, z + 1.5)) / 2.0 |
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56 | + perlin3d(vec3(xy / 40.0, z + 0.3)) / 4.0 |
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57 | + perlin3d(vec3(xy / 20.0, z + 3.3)) / 8.0 |
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58 | + perlin3d(vec3(xy / 10.0, z + 2.0)) / 16.0; |
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59 | |
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60 | /* Scroll by adding [-.5,.5] */ |
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61 | p -= gl_FragCoord.y / 720.0 - 0.5; |
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62 | p = max(p, 0.0); |
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63 | p = min(p, 1.0); |
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64 | |
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65 | float q = p * p * (3.0 - 2.0 * p); |
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66 | float r = q * q * (3.0 - 2.0 * q); |
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67 | gl_FragColor = vec4(min(q * 2.0, 1.0), |
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68 | max(r * 1.5 - 0.5, 0.0), |
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69 | max(q * 8.0 - 7.3, 0.0), |
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70 | 1.0); |
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71 | } |
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72 | |
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73 | -- HLSL.Vert -- |
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74 | |
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75 | void main(float2 in_Position : POSITION, |
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76 | uniform float2 u_WinSize, |
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77 | out float4 out_Position : POSITION, |
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78 | out float2 pass_Position : TEXCOORD0) |
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79 | { |
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80 | //pass_Position = in_Position * u_WinSize; |
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81 | pass_Position = in_Position * float2(1280.0, 720.0); |
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82 | out_Position = float4(in_Position, 0.0, 1.0); |
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83 | } |
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84 | |
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85 | -- HLSL.Frag -- |
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86 | |
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87 | float4 noise3d(float3 p1, float3 p2, float3 p3, float3 p4) |
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88 | { |
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89 | float3 q = float3(12.3453, -54.3353432, 34.3490432); |
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90 | float4 s = float4(dot(p1, q), dot(p2, q), dot(p3, q), dot(p4, q)); |
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91 | return frac(sin(54.343909 + s) * 8433.235443); |
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92 | } |
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93 | |
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94 | float perlin3d(float3 p) |
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95 | { |
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96 | float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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97 | p = mul(r, p); |
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98 | |
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99 | float3 a = floor(p); |
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100 | float3 d = p - a; |
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101 | d = d * d * (3.0 - 2.0 * d); |
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102 | |
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103 | float4 o1 = noise3d(a, |
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104 | a + float3(0.0, 1.0, 0.0), |
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105 | a + float3(0.0, 0.0, 1.0), |
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106 | a + float3(0.0, 1.0, 1.0)); |
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107 | float4 o2 = noise3d(a + float3(1.0, 0.0, 0.0), |
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108 | a + float3(1.0, 1.0, 0.0), |
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109 | a + float3(1.0, 0.0, 1.0), |
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110 | a + float3(1.0, 1.0, 1.0)); |
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111 | |
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112 | float4 o3 = o2 * d.x + o1 * (1.0 - d.x); |
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113 | float2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); |
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114 | |
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115 | return o4.y * d.z + o4.x * (1.0 - d.z); |
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116 | } |
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117 | |
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118 | void main(in float2 pass_Position : TEXCOORD0, |
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119 | uniform float u_Time, |
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120 | out float4 out_FragColor : COLOR) |
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121 | { |
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122 | float2 xy = pass_Position; |
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123 | xy.y -= u_Time * 400.0; |
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124 | float z = u_Time * 2.0; |
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125 | |
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126 | float p = perlin3d(float3(xy / 80.0, z + 1.5)) / 2.0 |
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127 | + perlin3d(float3(xy / 40.0, z + 0.3)) / 4.0 |
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128 | + perlin3d(float3(xy / 20.0, z + 3.3)) / 8.0 |
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129 | + perlin3d(float3(xy / 10.0, z + 2.0)) / 16.0; |
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130 | |
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131 | /* Scroll by adding [-.5,.5] */ |
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132 | p -= pass_Position.y / 1440.0; |
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133 | p = max(p, 0.0); |
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134 | p = min(p, 1.0); |
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135 | |
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136 | float q = p * p * (3.0 - 2.0 * p); |
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137 | float r = q * q * (3.0 - 2.0 * q); |
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138 | out_FragColor = float4(min(q * 2.0, 1.0), |
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139 | max(r * 1.5 - 0.5, 0.0), |
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140 | max(q * 8.0 - 7.3, 0.0), |
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141 | 1.0); |
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142 | } |
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