/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #version 430 // Shader to generate the cloud noise textures layout (local_size_x = 8, local_size_y = 8, local_size_z = 4) in; uniform writeonly image3D DestTex; const int tex_size = 128; #pragma include "noise.inc.glsl" void main() { ivec3 coord = ivec3(gl_GlobalInvocationID.xyz); vec3 flt_coord = coord / float(tex_size); float fbm0 = fbm(flt_coord * 5); float worley = fbm_worley(flt_coord, 8, 0.7, 2, 0.2723424); float OldMin = -1.0; float OldMax = 1.0; float NewMin = worley * 0.5; float NewMax = 1.0; float combined = NewMin + (((fbm0 - OldMin) / (OldMax - OldMin)) * (NewMax - NewMin)); fbm0 = combined; float worley1 = sqrt(fbm_worley(flt_coord, 8, 0.6, 4, 0.164354)) * 1.0; float worley2 = sqrt(fbm_worley(flt_coord, 16, 0.6, 3, 0.19123)) * 1.0; float worley3 = sqrt(fbm_worley(flt_coord, 32, 0.4, 2, 0.2613)) * 1.0; imageStore(DestTex, coord, vec4(fbm0, worley1, worley2, worley3)); }