EG/RenderPipelineFile/rpplugins/clouds/resources/generate_noise2.compute.glsl
2025-07-24 11:37:46 +08:00

49 lines
1.8 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* 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 = 32;
#pragma include "noise.inc.glsl"
void main() {
ivec3 coord = ivec3(gl_GlobalInvocationID.xyz);
vec3 flt_coord = coord / float(tex_size);
float worley1 = sqrt(fbm_worley(flt_coord, 8, 0.6, 3, 0.76632)) * 1.0;
float worley2 = sqrt(fbm_worley(flt_coord, 8, 0.4, 3, 0.26386)) * 1.0;
float worley3 = sqrt(fbm_worley(flt_coord, 16, 0.4, 2, 0.64243)) * 1.0;
// imageStore(DestTex, coord, vec4(worley1, worley2, worley3, 1));
imageStore(DestTex, coord, vec4(worley1, worley2, worley3, 1));
}