8_3_noiseTexturing
コード 8.7, 図 8.6:
8_3_noiseTexturing.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;uniform vec2 u_mouse;const float PI = 3.14159265359;const float TAU = 6.2831853;//begin rotvec2 rot2(vec2 p, float t){return vec2(cos(t) * p.x -sin(t) * p.y, sin(t) * p.x + cos(t) * p.y);}vec3 rotX(vec3 p, float t){return vec3(p.x, rot2(p.yz, t));}vec3 rotY(vec3 p, float t){return vec3(p.y, rot2(p.zx, t)).zxy;}vec3 rotZ(vec3 p, float t){return vec3(rot2(p.xy, t), p.z);}//end rot//start hashuvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);uvec3 u = uvec3(1, 2, 3);const uint UINT_MAX = 0xffffffffu;uint uhash11(uint n){n ^= (n << u.x);n ^= (n >> u.x);n *= k.x;n ^= (n << u.x);return n * k.x;}uvec2 uhash22(uvec2 n){n ^= (n.yx << u.xy);n ^= (n.yx >> u.xy);n *= k.xy;n ^= (n.yx << u.xy);return n * k.xy;}uvec3 uhash33(uvec3 n){n ^= (n.yzx << u);n ^= (n.yzx >> u);n *= k;n ^= (n.yzx << u);return n * k;}float hash11(float p){uint n = floatBitsToUint(p);return float(uhash11(n)) / float(UINT_MAX);}float hash21(vec2 p){uvec2 n = floatBitsToUint(p);return float(uhash22(n).x) / float(UINT_MAX);}float hash31(vec3 p){uvec3 n = floatBitsToUint(p);return float(uhash33(n).x) / float(UINT_MAX);}vec2 hash22(vec2 p){uvec2 n = floatBitsToUint(p);return vec2(uhash22(n)) / vec2(UINT_MAX);}vec3 hash33(vec3 p){uvec3 n = floatBitsToUint(p);return vec3(uhash33(n)) / vec3(UINT_MAX);}//end hash//start vnoisefloat vnoise21(vec2 p){vec2 n = floor(p);float[4] v;for (int j = 0; j < 2; j ++){for (int i = 0; i < 2; i++){v[i+2*j] = hash21(n + vec2(i, j));}}vec2 f = fract(p);f = f * f * f * (10.0 - 15.0 * f + 6.0 * f * f);return mix(mix(v[0], v[1], f[0]), mix(v[2], v[3], f[0]), f[1]);}//end vnoise//start processing noisefloat base21(vec2 p){return vnoise21(p) - 0.5;}float fbm21(vec2 p, float g){float val = 0.0;float amp = 1.0;float freq = 1.0;for (int i = 0; i < 4; i++){val += amp * base21(freq * p);amp *= g;freq *= 2.01;}return 0.5 * val + 0.5;}float warp21(vec2 p, float g){float val = 0.0;for (int i = 0; i < 3; i++){val = fbm21(p + g * vec2(cos(TAU * val), sin(TAU * val)), 0.5);}return val;}//end processing noise//start cnoisefloat fdist31(vec3 p){vec3 n = floor(p + 0.5);float dist = sqrt(3.0);for(float k = 0.0; k <= 2.0; k ++ ){vec3 glid;glid.z = n.z + sign(mod(k, 2.0) - 0.5) * ceil(k * 0.5);if (abs(glid.z - p.z) - 0.5 > dist){continue;}for(float j = 0.0; j <= 2.0; j ++ ){glid.y = n.y + sign(mod(j, 2.0) - 0.5) * ceil(j * 0.5);if (abs(glid.y - p.y) - 0.5 > dist){continue;}for(float i = -1.0; i <= 1.0; i ++ ){glid.x = n.x + i;vec3 jitter = hash33(glid) - 0.5;dist = min(dist, length(glid + jitter - p));}}}return dist;}//end cnoisefloat text(vec2 st){float time = 0.3 * u_time;float v0 = warp21(st + time, 1.0);float v1 = fdist31(vec3(st + time, time));time = abs(mod(time, 2.0) - 1.0);return mix(v0, v1, smoothstep(0.25, 0.75, time));}void main(){vec2 p = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);vec3 cPos = vec3(0.0, 0.0, 0.0);float t = -0.25 * PI;vec3 cDir = rotX(vec3(0.0, 0.0, - 1.0), t);vec3 cUp = rotX(vec3(0.0, 1.0, 0.0), t);vec3 cSide = cross(cDir, cUp);float targetDepth = 1.0;vec3 ray = cSide * p.x + cUp * p.y + cDir * targetDepth - cPos;ray = normalize(ray);vec3 groundNormal = vec3(0.0, 1.0, 0.0);float groundHeight = 1.5;vec3 lPos = vec3(0.,0.,0.);if (dot(ray, groundNormal) < 0.0){vec3 hit = cPos - ray * groundHeight / dot(ray, groundNormal);float diff = max(dot(normalize(lPos - hit), groundNormal), 0.0);diff *= 1.2;diff = pow(diff, 0.8);fragColor.rgb = vec3(diff * text(hit.zx));} else {fragColor.rgb = vec3(0.0);}fragColor.a = 1.0;}