329 lines
10 KiB
GLSL
329 lines
10 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#pragma once
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/*
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Noise Functions from:
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https://github.com/hughsk/glsl-noise
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Check out the repository for a copy of the license:
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https://github.com/hughsk/glsl-noise/blob/master/LICENSE
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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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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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vec4 permute(vec4 x) {
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return mod289(((x * 34.0) + 1.0) * x);
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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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vec3 fade(vec3 t) {
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return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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}
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float snoise3D(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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// 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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// 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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// 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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// 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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// 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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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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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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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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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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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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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;
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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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// 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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// 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,
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vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
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}
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// Classic Perlin noise, periodic variant
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float pnoise3D(vec3 P, vec3 rep)
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{
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vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
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vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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vec3 Pf0 = fract(P); // Fractional part for interpolation
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 * (1.0 / 7.0);
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 * (1.0 / 7.0);
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x, gy0.x, gz0.x);
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vec3 g100 = vec3(gx0.y, gy0.y, gz0.y);
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vec3 g010 = vec3(gx0.z, gy0.z, gz0.z);
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vec3 g110 = vec3(gx0.w, gy0.w, gz0.w);
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vec3 g001 = vec3(gx1.x, gy1.x, gz1.x);
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vec3 g101 = vec3(gx1.y, gy1.y, gz1.y);
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vec3 g011 = vec3(gx1.z, gy1.z, gz1.z);
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vec3 g111 = vec3(gx1.w, gy1.w, gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(
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dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(
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dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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float rand(vec2 co){
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return abs(fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453)) * 2 - 1;
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}
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vec3 rand_rgb(vec2 co)
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{
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return abs(fract(sin(dot(co.xy, vec2(34.4835, 89.6372))) *
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vec3(29156.4765, 38273.56393, 47843.75468))) * 2 - 1;
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}
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uniform sampler2D PrecomputedGrain;
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// Computes the film grain using the precomputed grain
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float grain(float frame_time) {
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float offs = mod(frame_time, 7.2342);
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ivec2 offs_coord = ivec2(offs * 28947.0, (offs - 2.5) * 12484.0);
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return texelFetch(PrecomputedGrain, (ivec2(gl_FragCoord.xy) + offs_coord) % ivec2(2048), 0).x;
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}
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float fbm(vec3 x, float scale) {
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float v = 0.0;
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float a = 0.5;
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float shift = 0.0;
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x *= scale;
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for (int i = 0; i < 5; ++i) {
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v += a * (pnoise3D(x, vec3(scale)) * 0.5 + 0.5);
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x = x * 2.0 + shift;
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a *= 0.5;
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}
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return v;
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}
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// Returns the point in a given cell
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vec2 worley_cell_point(ivec2 cell, int num_cells, float drop_rate) {
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cell = cell % num_cells;
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vec2 cell_base = vec2(cell) / num_cells;
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float noise_x = rand(cell_base);
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float noise_y = rand(cell_base.yx);
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float drop_point = step(rand(cell) + 1e-7, drop_rate);
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return cell_base + (0.5 + 1.0 * vec2(noise_x, noise_y)) / num_cells + drop_point * vec2(1e9);
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}
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// Distance accross borders
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float distance_border(vec2 a, vec2 b) {
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float dx = min(abs(a.x - b.x), min(abs(a.x - 1.0 - b.x), abs(a.x + 1.0 - b.x)));
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float dy = min(abs(a.y - b.y), min(abs(a.y - 1.0 - b.y), abs(a.y + 1.0 - b.y)));
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return length(vec2(dx, dy));
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}
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// Performs worley noise by checking all adjacent cells
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// and comparing the distance to their points
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float worley_noise(vec2 coord, int num_cells, float drop_rate) {
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coord = fract(coord);
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ivec2 cell = ivec2(coord * num_cells);
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float dist = 1.0;
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// Search in the surrounding 5x5 cell block
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for (int x = 0; x < 5; x++) {
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for (int y = 0; y < 5; y++) {
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vec2 cell_point = worley_cell_point(cell + ivec2(x-2, y-2), num_cells, drop_rate);
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dist = min(dist, distance_border(cell_point, coord));
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}
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}
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dist /= length(vec2(1.0 / num_cells));
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dist = 1.0 - dist;
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return dist;
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}
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// Returns the point in a given cell
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vec3 worley_cell_point(ivec3 cell, int num_cells, float drop_rate) {
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cell = cell % num_cells;
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vec3 cell_base = vec3(cell) / num_cells;
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float noise_x = rand(cell_base.xy);
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float noise_y = rand(cell_base.yx);
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float noise_z = rand(cell_base.zx + cell_base.yy);
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float drop_point = step(rand(cell.xy + cell.zz) + 1e-7, drop_rate);
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return cell_base + (0.5 + 1.0 * vec3(noise_x, noise_y, noise_z)) /
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num_cells + drop_point * vec3(1e9);
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}
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// Distance accross borders
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float distance_border(vec3 a, vec3 b) {
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float dx = min(abs(a.x - b.x), min(abs(a.x - 1.0 - b.x), abs(a.x + 1.0 - b.x)));
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float dy = min(abs(a.y - b.y), min(abs(a.y - 1.0 - b.y), abs(a.y + 1.0 - b.y)));
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float dz = min(abs(a.z - b.z), min(abs(a.z - 1.0 - b.z), abs(a.z + 1.0 - b.z)));
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return length(vec3(dx, dy, dz));
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}
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// Performs worley noise by checking all adjacent cells
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// and comparing the distance to their points
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float worley_noise(vec3 coord, int num_cells, float drop_rate) {
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coord = fract(coord);
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ivec3 cell = ivec3(coord * num_cells);
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float dist = 1.0;
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// Search in the surrounding 5x5 cell block
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for (int x = 0; x < 5; x++) {
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for (int y = 0; y < 5; y++) {
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for (int z = 0; z < 5; z++) {
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vec3 cell_point = worley_cell_point(cell + ivec3(x-2, y-2, z-2), num_cells, drop_rate);
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dist = min(dist, distance_border(cell_point, coord));
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}
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}
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}
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dist /= length(vec3(1.0 / num_cells));
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dist = 1.0 - dist;
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return dist;
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}
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float interleaved_gradient_noise(vec2 seed) {
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const float scale = 3.14159;
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vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
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return -scale + 2.0 * scale * fract(magic.z * fract(dot(seed, magic.xy)));
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}
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