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crazy ball thing, ready to move into RGBDVS
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#version 120 | ||
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uniform float minDistance; | ||
uniform float maxDistance; | ||
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varying vec3 normPos; | ||
varying float vertDistance; | ||
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float map(float value, float inputMin, float inputMax, float outputMin, float outputMax) {; | ||
return ((value - inputMin) / (inputMax - inputMin) * (outputMax - outputMin) + outputMin); | ||
} | ||
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void main() { | ||
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//normal debug system | ||
// gl_FragColor = vec4(normPos/vec3(100.) + vec3(.5),1.0); | ||
gl_FragColor = vec4(vec3( smoothstep(minDistance, maxDistance, vertDistance) ), 1.0); | ||
// gl_FragColor = vec4(1.0, 0.0,0.0,1.0); | ||
} |
198 changes: 198 additions & 0 deletions
198
ShaderBackgroundTest/bin/data/shaders/voxel_points.vert
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uniform float spherePercent; | ||
uniform float sphereRadius; | ||
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uniform float twistFactorX; | ||
uniform float twistFactorY; | ||
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uniform vec4 noiseDistort; | ||
uniform float noiseDensity; | ||
uniform float noisePosition; | ||
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uniform float minDistance; | ||
uniform float maxDistance; | ||
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varying vec3 normPos; | ||
varying float vertDistance; | ||
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//----------------------------- | ||
mat4 rotationMatrix(vec3 axis, float angle) | ||
{ | ||
axis = normalize(axis); | ||
float s = sin(angle); | ||
float c = cos(angle); | ||
float oc = 1.0 - c; | ||
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return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, | ||
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, | ||
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, | ||
0.0, 0.0, 0.0, 1.0); | ||
} | ||
//----------------------------- | ||
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//START NOISE --------------------------- | ||
float map(float value, float inputMin, float inputMax, float outputMin, float outputMax) {; | ||
return ((value - inputMin) / (inputMax - inputMin) * (outputMax - outputMin) + outputMin); | ||
} | ||
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// | ||
// Description : Array and textureless GLSL 2D/3D/4D simplex | ||
// noise functions. | ||
// Author : Ian McEwan, Ashima Arts. | ||
// Maintainer : ijm | ||
// Lastmod : 20110822 (ijm) | ||
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | ||
// Distributed under the MIT License. See LICENSE file. | ||
// https://github.com/ashima/webgl-noise | ||
// | ||
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vec4 mod289(vec4 x) { | ||
return x - floor(x * (1.0 / 289.0)) * 289.0; } | ||
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float mod289(float x) { | ||
return x - floor(x * (1.0 / 289.0)) * 289.0; } | ||
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vec4 permute(vec4 x) { | ||
return mod289(((x*34.0)+1.0)*x); | ||
} | ||
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float permute(float x) { | ||
return mod289(((x*34.0)+1.0)*x); | ||
} | ||
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vec4 taylorInvSqrt(vec4 r) | ||
{ | ||
return 1.79284291400159 - 0.85373472095314 * r; | ||
} | ||
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float taylorInvSqrt(float r) | ||
{ | ||
return 1.79284291400159 - 0.85373472095314 * r; | ||
} | ||
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vec4 grad4(float j, vec4 ip) | ||
{ | ||
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); | ||
vec4 p,s; | ||
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; | ||
p.w = 1.5 - dot(abs(p.xyz), ones.xyz); | ||
s = vec4(lessThan(p, vec4(0.0))); | ||
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; | ||
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return p; | ||
} | ||
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// (sqrt(5) - 1)/4 = F4, used once below | ||
#define F4 0.309016994374947451 | ||
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float snoise(vec4 v) | ||
{ | ||
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4 | ||
0.276393202250021, // 2 * G4 | ||
0.414589803375032, // 3 * G4 | ||
-0.447213595499958); // -1 + 4 * G4 | ||
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// First corner | ||
vec4 i = floor(v + dot(v, vec4(F4)) ); | ||
vec4 x0 = v - i + dot(i, C.xxxx); | ||
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// Other corners | ||
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) | ||
vec4 i0; | ||
vec3 isX = step( x0.yzw, x0.xxx ); | ||
vec3 isYZ = step( x0.zww, x0.yyz ); | ||
// i0.x = dot( isX, vec3( 1.0 ) ); | ||
i0.x = isX.x + isX.y + isX.z; | ||
i0.yzw = 1.0 - isX; | ||
// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); | ||
i0.y += isYZ.x + isYZ.y; | ||
i0.zw += 1.0 - isYZ.xy; | ||
i0.z += isYZ.z; | ||
i0.w += 1.0 - isYZ.z; | ||
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// i0 now contains the unique values 0,1,2,3 in each channel | ||
vec4 i3 = clamp( i0, 0.0, 1.0 ); | ||
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); | ||
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); | ||
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// x0 = x0 - 0.0 + 0.0 * C.xxxx | ||
// x1 = x0 - i1 + 1.0 * C.xxxx | ||
// x2 = x0 - i2 + 2.0 * C.xxxx | ||
// x3 = x0 - i3 + 3.0 * C.xxxx | ||
// x4 = x0 - 1.0 + 4.0 * C.xxxx | ||
vec4 x1 = x0 - i1 + C.xxxx; | ||
vec4 x2 = x0 - i2 + C.yyyy; | ||
vec4 x3 = x0 - i3 + C.zzzz; | ||
vec4 x4 = x0 + C.wwww; | ||
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// Permutations | ||
i = mod289(i); | ||
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); | ||
vec4 j1 = permute( permute( permute( permute ( | ||
i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) | ||
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) | ||
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) | ||
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); | ||
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// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope | ||
// 7*7*6 = 294, which is close to the ring size 17*17 = 289. | ||
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; | ||
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vec4 p0 = grad4(j0, ip); | ||
vec4 p1 = grad4(j1.x, ip); | ||
vec4 p2 = grad4(j1.y, ip); | ||
vec4 p3 = grad4(j1.z, ip); | ||
vec4 p4 = grad4(j1.w, ip); | ||
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// Normalise gradients | ||
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | ||
p0 *= norm.x; | ||
p1 *= norm.y; | ||
p2 *= norm.z; | ||
p3 *= norm.w; | ||
p4 *= taylorInvSqrt(dot(p4,p4)); | ||
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// Mix contributions from the five corners | ||
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); | ||
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); | ||
m0 = m0 * m0; | ||
m1 = m1 * m1; | ||
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) | ||
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; | ||
} | ||
//END NOISE --------------------------- | ||
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vec3 vertPos(vec3 basePos){ | ||
basePos += vec3((noiseDistort.x == 0.0) ? 0.0 : snoise(vec4(basePos.xyz*noiseDensity, noisePosition)) * noiseDistort.x, | ||
(noiseDistort.y == 0.0) ? 0.0 : snoise(vec4(basePos.yxz*noiseDensity, noisePosition)) * noiseDistort.y, | ||
(noiseDistort.z == 0.0) ? 0.0 : snoise(vec4(basePos.zxy*noiseDensity, noisePosition)) * noiseDistort.z) * 100.0; | ||
return basePos; | ||
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// vec3 fromCenterDir = normalize(basePos.xyz); | ||
// vec3 spherePosition = fromCenterDir * sphereRadius; | ||
// | ||
// float noiseEffect = snoise( vec4(basePos*noiseDensity,noisePosition) ) * noiseDistort.w; | ||
// vec3 towardsSphere = mix(basePos.xyz, spherePosition, spherePercent+noiseEffect); | ||
// | ||
// mat4 twist = rotationMatrix( vec3(0.0,1.0,0.0), basePos.y*twistFactorY ); | ||
// mat4 twist2 = rotationMatrix( vec3(1.0,0.0,0.0), basePos.x*twistFactorX ); | ||
// | ||
// return (twist2 * twist * vec4(towardsSphere,1.0)).xyz; | ||
} | ||
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void main(void) { | ||
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vec4 basePos = gl_Vertex; | ||
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basePos.xyz = vertPos(basePos.xyz); | ||
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vertDistance = length(gl_Vertex.xyz - basePos.xyz); | ||
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gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * basePos; | ||
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gl_FrontColor = gl_Color; | ||
} |
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