@@ -10,103 +10,12 @@ uniform mat4 modelViewMatrix; // optional
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uniform mat4 projectionMatrix; // optional
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attribute vec3 position;
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-
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attribute vec2 uv;
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varying vec2 vUv;
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varying float vNoise;
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varying vec3 vPosition;
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-
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- vec3 mod289(vec3 x) {
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- return x - floor (x * (1.0 / 289.0 )) * 289.0 ;
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- }
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-
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- vec4 mod289(vec4 x) {
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- return x - floor (x * (1.0 / 289.0 )) * 289.0 ;
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- }
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-
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- vec4 permute(vec4 x) {
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- return mod289(((x* 34.0 )+ 1.0 )* x);
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- }
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-
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- vec4 taylorInvSqrt(vec4 r)
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- {
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- return 1.79284291400159 - 0.85373472095314 * r;
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- }
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-
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- float snoise(vec3 v) {
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- const vec2 C = vec2 (1.0 / 6.0 , 1.0 / 3.0 ) ;
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- const vec4 D = vec4 (0.0 , 0.5 , 1.0 , 2.0 );
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-
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- // First corner
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- vec3 i = floor (v + dot (v, C.yyy) );
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- vec3 x0 = v - i + dot (i, C.xxx) ;
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-
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- // Other corners
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- vec3 g = step (x0.yzx, x0.xyz);
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- vec3 l = 1.0 - g;
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- vec3 i1 = min ( g.xyz, l.zxy );
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- vec3 i2 = max ( g.xyz, l.zxy );
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-
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- // x0 = x0 - 0.0 + 0.0 * C.xxx;
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- // x1 = x0 - i1 + 1.0 * C.xxx;
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- // x2 = x0 - i2 + 2.0 * C.xxx;
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- // x3 = x0 - 1.0 + 3.0 * C.xxx;
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- vec3 x1 = x0 - i1 + C.xxx;
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- vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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- vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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-
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- // Permutations
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- i = mod289(i);
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- vec4 p = permute( permute( permute(
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- i.z + vec4 (0.0 , i1.z, i2.z, 1.0 ))
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- + i.y + vec4 (0.0 , i1.y, i2.y, 1.0 ))
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- + i.x + vec4 (0.0 , i1.x, i2.x, 1.0 ));
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-
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- // Gradients: 7x7 points over a square, mapped onto an octahedron.
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- // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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- float n_ = 0.142857142857 ; // 1.0/7.0
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- vec3 ns = n_ * D.wyz - D.xzx;
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-
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- vec4 j = p - 49.0 * floor (p * ns.z * ns.z); // mod(p,7*7)
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-
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- vec4 x_ = floor (j * ns.z);
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- vec4 y_ = floor (j - 7.0 * x_ ); // mod(j,N)
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-
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- vec4 x = x_ * ns.x + ns.yyyy;
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- vec4 y = y_ * ns.x + ns.yyyy;
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- vec4 h = 1.0 - abs (x) - abs (y);
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-
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- vec4 b0 = vec4 ( x.xy, y.xy );
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- vec4 b1 = vec4 ( x.zw, y.zw );
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-
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- // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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- // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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- vec4 s0 = floor (b0)* 2.0 + 1.0 ;
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- vec4 s1 = floor (b1)* 2.0 + 1.0 ;
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- vec4 sh = - step (h, vec4 (0.0 ));
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-
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- vec4 a0 = b0.xzyw + s0.xzyw* sh.xxyy ;
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- vec4 a1 = b1.xzyw + s1.xzyw* sh.zzww ;
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-
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- vec3 p0 = vec3 (a0.xy,h.x);
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- vec3 p1 = vec3 (a0.zw,h.y);
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- vec3 p2 = vec3 (a1.xy,h.z);
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- vec3 p3 = vec3 (a1.zw,h.w);
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-
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- // Normalise gradients
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- vec4 norm = taylorInvSqrt(vec4 (dot (p0,p0), dot (p1,p1), dot (p2, p2), dot (p3,p3)));
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- p0 *= norm.x;
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- p1 *= norm.y;
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- p2 *= norm.z;
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- p3 *= norm.w;
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-
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- // Mix final noise value
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- vec4 m = max (0.6 - vec4 (dot (x0,x0), dot (x1,x1), dot (x2,x2), dot (x3,x3)), 0.0 );
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- m = m * m;
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- return 42.0 * dot ( m* m, vec4 ( dot (p0,x0), dot (p1,x1),
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- dot (p2,x2), dot (p3,x3) ) );
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- }
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+ #include ../utils/ snoise;
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void main() {
@@ -117,7 +26,7 @@ void main() {
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vNoise = snoise(position * uSound);
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// vNoise = position * uSound3;
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- // vNoise = snoise(position * uTime * .1);
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+ // vNoise = snoise(position * uTime * .1);
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// vNoise = uSound3 * uTime * uSound4;
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- }
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+ }
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