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fix particle spread properties
This commit is contained in:
parent
9ea65950d5
commit
7771661948
9 changed files with 329 additions and 300 deletions
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@ -186,7 +186,7 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa
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if (polarStart == 0.0f && polarFinish == 0.0f && emitDimensions.z == 0.0f) {
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// Emit along z-axis from position
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particle.velocity = (emitSpeed + 0.2f * speedSpread) * (emitOrientation * Vectors::UNIT_Z);
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particle.velocity = (emitSpeed + randFloatInRange(-1.0f, 1.0f) * speedSpread) * (emitOrientation * Vectors::UNIT_Z);
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particle.acceleration = emitAcceleration + randFloatInRange(-1.0f, 1.0f) * accelerationSpread;
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} else {
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@ -197,8 +197,7 @@ ParticleEffectEntityRenderer::CpuParticle ParticleEffectEntityRenderer::createPa
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float elevationMinZ = sin(PI_OVER_TWO - polarFinish);
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float elevationMaxZ = sin(PI_OVER_TWO - polarStart);
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// float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
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float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) *randFloat());
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float elevation = asin(elevationMinZ + (elevationMaxZ - elevationMinZ) * randFloat());
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float azimuth;
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if (azimuthFinish >= azimuthStart) {
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@ -46,7 +46,7 @@ private:
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// CPU particles
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// FIXME either switch to GPU compute particles or switch to simd updating of the particles
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struct CpuParticle {
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float seed{ 0.0f };
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float seed { 0.0f };
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uint64_t expiration { 0 };
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float lifetime { 0.0f };
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glm::vec3 position;
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@ -11,6 +11,7 @@
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//
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<@include gpu/Transform.slh@>
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<@include gpu/Noise.slh@>
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<$declareStandardTransform()$>
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@ -119,9 +120,15 @@ void main(void) {
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// Offset for corrected vertex ordering.
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varTexcoord = vec2((UNIT_QUAD[twoTriID].xy -1.0) * vec2(0.5, -0.5));
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varColor = interpolate3Vec4(particle.color.start, particle.color.middle, particle.color.finish, age);
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vec3 colorSpread = 2.0 * vec3(hifi_hash(seed), hifi_hash(seed * 2.0), hifi_hash(seed * 3.0)) - 1.0;
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varColor.rgb = clamp(varColor.rgb + colorSpread * particle.color.spread.rgb, vec3(0), vec3(1));
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float alphaSpread = 2.0 * hifi_hash(seed * 4.0) - 1.0;
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varColor.a = clamp(varColor.a + alphaSpread * particle.color.spread.a, 0.0, 1.0);
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// anchor point in eye space
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float radius = interpolate3Points(particle.radius.start, particle.radius.middle, particle.radius.finish, age);
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float radiusSpread = 2.0 * hifi_hash(seed * 5.0) - 1.0;
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radius = max(radius + radiusSpread * particle.radius.spread, 0.0);
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vec4 quadPos = radius * UNIT_QUAD[twoTriID];
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vec4 anchorPoint;
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@ -2937,6 +2937,7 @@ void EntityItemProperties::markAllChanged() {
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_shapeTypeChanged = true;
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_isEmittingChanged = true;
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_emitterShouldTrail = true;
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_maxParticlesChanged = true;
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_lifespanChanged = true;
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_emitRateChanged = true;
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@ -168,13 +168,13 @@ void ParticleEffectEntityItem::setAlpha(float alpha) {
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void ParticleEffectEntityItem::setAlphaStart(float alphaStart) {
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withWriteLock([&] {
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_particleProperties.alpha.range.start = isnan(alphaStart) ? alphaStart : glm::clamp(alphaStart, MINIMUM_ALPHA, MAXIMUM_ALPHA);
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_particleProperties.alpha.range.start = glm::isnan(alphaStart) ? alphaStart : glm::clamp(alphaStart, MINIMUM_ALPHA, MAXIMUM_ALPHA);
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});
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}
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void ParticleEffectEntityItem::setAlphaFinish(float alphaFinish) {
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withWriteLock([&] {
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_particleProperties.alpha.range.finish = isnan(alphaFinish) ? alphaFinish : glm::clamp(alphaFinish, MINIMUM_ALPHA, MAXIMUM_ALPHA);
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_particleProperties.alpha.range.finish = glm::isnan(alphaFinish) ? alphaFinish : glm::clamp(alphaFinish, MINIMUM_ALPHA, MAXIMUM_ALPHA);
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});
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}
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@ -292,13 +292,13 @@ void ParticleEffectEntityItem::setParticleRadius(float particleRadius) {
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void ParticleEffectEntityItem::setRadiusStart(float radiusStart) {
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withWriteLock([&] {
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_particleProperties.radius.range.start = isnan(radiusStart) ? radiusStart : glm::clamp(radiusStart, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
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_particleProperties.radius.range.start = glm::isnan(radiusStart) ? radiusStart : glm::clamp(radiusStart, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
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});
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}
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void ParticleEffectEntityItem::setRadiusFinish(float radiusFinish) {
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withWriteLock([&] {
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_particleProperties.radius.range.finish = isnan(radiusFinish) ? radiusFinish : glm::clamp(radiusFinish, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
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_particleProperties.radius.range.finish = glm::isnan(radiusFinish) ? radiusFinish : glm::clamp(radiusFinish, MINIMUM_PARTICLE_RADIUS, MAXIMUM_PARTICLE_RADIUS);
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});
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}
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@ -21,10 +21,10 @@ namespace particle {
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static const float SCRIPT_MAXIMUM_PI = 3.1416f; // Round up so that reasonable property values work
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static const float UNINITIALIZED = NAN;
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static const vec3 DEFAULT_COLOR = { 255, 255, 255 };
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static const xColor DEFAULT_XCOLOR = { DEFAULT_COLOR.r, DEFAULT_COLOR.g, DEFAULT_COLOR.b };
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static const xColor DEFAULT_XCOLOR = { (unsigned int)DEFAULT_COLOR.r, (unsigned int)DEFAULT_COLOR.g, (unsigned int)DEFAULT_COLOR.b };
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static const vec3 DEFAULT_COLOR_UNINITIALIZED = { UNINITIALIZED, UNINITIALIZED, UNINITIALIZED };
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static const vec3 DEFAULT_COLOR_SPREAD = { 0, 0, 0 };
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static const xColor DEFAULT_XCOLOR_SPREAD = { DEFAULT_COLOR_SPREAD.r, DEFAULT_COLOR_SPREAD.g, DEFAULT_COLOR_SPREAD.b };
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static const xColor DEFAULT_XCOLOR_SPREAD = { (unsigned int)DEFAULT_COLOR_SPREAD.r, (unsigned int)DEFAULT_COLOR_SPREAD.g, (unsigned int)DEFAULT_COLOR_SPREAD.b };
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static const float DEFAULT_ALPHA = 1.0f;
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static const float DEFAULT_ALPHA_SPREAD = 0.0f;
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static const float DEFAULT_ALPHA_START = UNINITIALIZED;
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@ -226,10 +226,10 @@ public:
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void setColor(const xColor& value);
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void setColorStart(const vec3& colorStart);
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vec3 getColorStart() const { return any(isnan(_particleProperties.color.range.start)) ? getColor() : _particleProperties.color.range.start; }
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vec3 getColorStart() const { return glm::any(glm::isnan(_particleProperties.color.range.start)) ? getColor() : _particleProperties.color.range.start; }
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void setColorFinish(const vec3& colorFinish);
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vec3 getColorFinish() const { return any(isnan(_particleProperties.color.range.finish)) ? getColor() : _particleProperties.color.range.finish; }
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vec3 getColorFinish() const { return glm::any(glm::isnan(_particleProperties.color.range.finish)) ? getColor() : _particleProperties.color.range.finish; }
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void setColorSpread(const xColor& colorSpread);
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xColor getColorSpread() const;
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@ -238,10 +238,10 @@ public:
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float getAlpha() const { return _particleProperties.alpha.gradient.target; }
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void setAlphaStart(float alphaStart);
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float getAlphaStart() const { return isnan(_particleProperties.alpha.range.start) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.start; }
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float getAlphaStart() const { return glm::isnan(_particleProperties.alpha.range.start) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.start; }
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void setAlphaFinish(float alphaFinish);
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float getAlphaFinish() const { return isnan(_particleProperties.alpha.range.finish) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.finish; }
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float getAlphaFinish() const { return glm::isnan(_particleProperties.alpha.range.finish) ? _particleProperties.alpha.gradient.target : _particleProperties.alpha.range.finish; }
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void setAlphaSpread(float alphaSpread);
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float getAlphaSpread() const { return _particleProperties.alpha.gradient.spread; }
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@ -300,10 +300,10 @@ public:
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float getParticleRadius() const { return _particleProperties.radius.gradient.target; }
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void setRadiusStart(float radiusStart);
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float getRadiusStart() const { return isnan(_particleProperties.radius.range.start) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.start; }
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float getRadiusStart() const { return glm::isnan(_particleProperties.radius.range.start) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.start; }
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void setRadiusFinish(float radiusFinish);
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float getRadiusFinish() const { return isnan(_particleProperties.radius.range.finish) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.finish; }
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float getRadiusFinish() const { return glm::isnan(_particleProperties.radius.range.finish) ? _particleProperties.radius.gradient.target : _particleProperties.radius.range.finish; }
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void setRadiusSpread(float radiusSpread);
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float getRadiusSpread() const { return _particleProperties.radius.gradient.spread; }
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@ -311,7 +311,7 @@ public:
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void computeAndUpdateDimensions();
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void setTextures(const QString& textures);
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QString ParticleEffectEntityItem::getTextures() const { return _particleProperties.textures; }
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QString getTextures() const { return _particleProperties.textures; }
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bool getEmitterShouldTrail() const { return _particleProperties.emission.shouldTrail; }
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void setEmitterShouldTrail(bool emitterShouldTrail);
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297
libraries/gpu/src/gpu/Noise.slh
Normal file
297
libraries/gpu/src/gpu/Noise.slh
Normal file
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@ -0,0 +1,297 @@
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<!
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// gpu/Noise.slh
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//
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// Created by Sam Gondelman on 6/15/18.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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!>
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// Shader includes portions of webgl-noise:
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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<@if not NOISE_SLH@>
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<@def NOISE_SLH@>
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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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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float permute(float x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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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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float taylorInvSqrt(float r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 taylorInvSqrt(vec4 r) {
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec4 grad4(float j, vec4 ip) {
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p, s;
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p.xyz = floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz * 2.0 - 1.0) * s.www;
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return p;
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}
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// (sqrt(5) - 1)/4 = F4, used once below
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#define F4 0.309016994374947451
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float snoise(vec4 v) {
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const vec4 C = vec4(0.138196601125011, // (5 - sqrt(5))/20 G4
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0.276393202250021, // 2 * G4
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0.414589803375032, // 3 * G4
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-0.447213595499958); // -1 + 4 * G4
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// First corner
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vec4 i = floor(v + dot(v, vec4(F4)));
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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)
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vec4 i0;
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vec3 isX = step(x0.yzw, x0.xxx);
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vec3 isYZ = step(x0.zww, x0.yyz);
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp(i0, 0.0, 1.0);
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vec4 i2 = clamp(i0 - 1.0, 0.0, 1.0);
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vec4 i1 = clamp(i0 - 2.0, 0.0, 1.0);
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vec4 x1 = x0 - i1 + C.xxxx;
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vec4 x2 = x0 - i2 + C.yyyy;
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vec4 x3 = x0 - i3 + C.zzzz;
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vec4 x4 = x0 + C.wwww;
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// Permutations
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i = mod289(i);
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float j0 = permute(permute(permute(permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute(
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permute(
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permute(
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permute(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z
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+ vec4(i1.z, i2.z, i3.z, 1.0)) + i.y
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+ vec4(i1.y, i2.y, i3.y, 1.0)) + i.x
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+ 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
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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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);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(
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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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p4 *= taylorInvSqrt(dot(p4, p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0
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* (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)))
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+ dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
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}
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float snoise(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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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(
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permute(
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permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
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+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
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+ 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;
|
||||
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
vec3 p0 = vec3(a0.xy, h.x);
|
||||
vec3 p1 = vec3(a0.zw, h.y);
|
||||
vec3 p2 = vec3(a1.xy, h.z);
|
||||
vec3 p3 = vec3(a1.zw, h.w);
|
||||
|
||||
//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;
|
||||
|
||||
// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
|
||||
0.0);
|
||||
m = m * m;
|
||||
return 42.0
|
||||
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
|
||||
}
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy));
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute(
|
||||
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
|
||||
0.0);
|
||||
m = m * m;
|
||||
m = m * m;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/lsfGRr
|
||||
float hifi_hash(float n) {
|
||||
return fract(sin(n) * 43758.5453);
|
||||
}
|
||||
|
||||
float hifi_noise(in vec2 x) {
|
||||
vec2 p = floor(x);
|
||||
vec2 f = fract(x);
|
||||
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float n = p.x + p.y * 57.0;
|
||||
|
||||
return mix(mix(hifi_hash(n + 0.0), hifi_hash(n + 1.0), f.x),
|
||||
mix(hifi_hash(n + 57.0), hifi_hash(n + 58.0), f.x), f.y);
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/MdX3Rr
|
||||
// https://en.wikipedia.org/wiki/Fractional_Brownian_motion
|
||||
float hifi_fbm(in vec2 p) {
|
||||
const mat2 m2 = mat2(0.8, -0.6, 0.6, 0.8);
|
||||
float f = 0.0;
|
||||
f += 0.5000 * hifi_noise(p); p = m2 * p * 2.02;
|
||||
f += 0.2500 * hifi_noise(p); p = m2 * p * 2.03;
|
||||
f += 0.1250 * hifi_noise(p); p = m2 * p * 2.01;
|
||||
f += 0.0625 * hifi_noise(p);
|
||||
|
||||
return f / 0.9375;
|
||||
}
|
||||
|
||||
<@endif@>
|
|
@ -8,292 +8,11 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
// Shader includes portions of webgl-noise:
|
||||
// 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
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<@include gpu/Noise.slh@>
|
||||
|
||||
<$declareStandardCameraTransform()$>
|
||||
|
||||
float mod289(float x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec2 mod289(vec2 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec3 mod289(vec3 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 mod289(vec4 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
float permute(float x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec3 permute(vec3 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec4 permute(vec4 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
float taylorInvSqrt(float r) {
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r) {
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
vec4 grad4(float j, vec4 ip) {
|
||||
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
|
||||
vec4 p, s;
|
||||
|
||||
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;
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// (sqrt(5) - 1)/4 = F4, used once below
|
||||
#define F4 0.309016994374947451
|
||||
|
||||
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
|
||||
|
||||
// First corner
|
||||
vec4 i = floor(v + dot(v, vec4(F4)));
|
||||
vec4 x0 = v - i + dot(i, C.xxxx);
|
||||
|
||||
// Other corners
|
||||
|
||||
// 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 = isX.x + isX.y + isX.z;
|
||||
i0.yzw = 1.0 - isX;
|
||||
i0.y += isYZ.x + isYZ.y;
|
||||
i0.zw += 1.0 - isYZ.xy;
|
||||
i0.z += isYZ.z;
|
||||
i0.w += 1.0 - isYZ.z;
|
||||
|
||||
// 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);
|
||||
|
||||
vec4 x1 = x0 - i1 + C.xxxx;
|
||||
vec4 x2 = x0 - i2 + C.yyyy;
|
||||
vec4 x3 = x0 - i3 + C.zzzz;
|
||||
vec4 x4 = x0 + C.wwww;
|
||||
|
||||
// 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));
|
||||
|
||||
// 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);
|
||||
|
||||
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);
|
||||
|
||||
// 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));
|
||||
|
||||
// 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))));
|
||||
|
||||
}
|
||||
|
||||
float snoise(vec3 v) {
|
||||
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
|
||||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
// First corner
|
||||
vec3 i = floor(v + dot(v, C.yyy));
|
||||
vec3 x0 = v - i + dot(i, C.xxx);
|
||||
|
||||
// Other corners
|
||||
vec3 g = step(x0.yzx, x0.xyz);
|
||||
vec3 l = 1.0 - g;
|
||||
vec3 i1 = min(g.xyz, l.zxy);
|
||||
vec3 i2 = max(g.xyz, l.zxy);
|
||||
|
||||
vec3 x1 = x0 - i1 + C.xxx;
|
||||
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
vec4 p = permute(
|
||||
permute(
|
||||
permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y
|
||||
+ vec4(0.0, i1.y, i2.y, 1.0)) + i.x
|
||||
+ vec4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float n_ = 0.142857142857; // 1.0/7.0
|
||||
vec3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||
|
||||
vec4 x_ = floor(j * ns.z);
|
||||
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||||
|
||||
vec4 x = x_ * ns.x + ns.yyyy;
|
||||
vec4 y = y_ * ns.x + ns.yyyy;
|
||||
vec4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
vec4 b0 = vec4(x.xy, y.xy);
|
||||
vec4 b1 = vec4(x.zw, y.zw);
|
||||
|
||||
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||||
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||||
vec4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
vec4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
vec4 sh = -step(h, vec4(0.0));
|
||||
|
||||
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
vec3 p0 = vec3(a0.xy, h.x);
|
||||
vec3 p1 = vec3(a0.zw, h.y);
|
||||
vec3 p2 = vec3(a1.xy, h.z);
|
||||
vec3 p3 = vec3(a1.zw, h.w);
|
||||
|
||||
//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;
|
||||
|
||||
// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)),
|
||||
0.0);
|
||||
m = m * m;
|
||||
return 42.0
|
||||
* dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
|
||||
}
|
||||
|
||||
float snoise(vec2 v) {
|
||||
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||
0.024390243902439); // 1.0 / 41.0
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy));
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
vec3 p = permute(
|
||||
permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
|
||||
|
||||
vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)),
|
||||
0.0);
|
||||
m = m * m;
|
||||
m = m * m;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||
vec3 h = abs(x) - 0.5;
|
||||
vec3 ox = floor(x + 0.5);
|
||||
vec3 a0 = x - ox;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/lsfGRr
|
||||
float hifi_hash(float n) {
|
||||
return fract(sin(n) * 43758.5453);
|
||||
}
|
||||
|
||||
float hifi_noise(in vec2 x) {
|
||||
vec2 p = floor(x);
|
||||
vec2 f = fract(x);
|
||||
|
||||
f = f * f * (3.0 - 2.0 * f);
|
||||
|
||||
float n = p.x + p.y * 57.0;
|
||||
|
||||
return mix(mix(hifi_hash(n + 0.0), hifi_hash(n + 1.0), f.x),
|
||||
mix(hifi_hash(n + 57.0), hifi_hash(n + 58.0), f.x), f.y);
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/MdX3Rr
|
||||
// https://en.wikipedia.org/wiki/Fractional_Brownian_motion
|
||||
float hifi_fbm(in vec2 p) {
|
||||
const mat2 m2 = mat2(0.8, -0.6, 0.6, 0.8);
|
||||
float f = 0.0;
|
||||
f += 0.5000 * hifi_noise(p); p = m2 * p * 2.02;
|
||||
f += 0.2500 * hifi_noise(p); p = m2 * p * 2.03;
|
||||
f += 0.1250 * hifi_noise(p); p = m2 * p * 2.01;
|
||||
f += 0.0625 * hifi_noise(p);
|
||||
|
||||
return f / 0.9375;
|
||||
}
|
||||
|
||||
#define PROCEDURAL 1
|
||||
|
||||
//PROCEDURAL_VERSION
|
||||
|
|
|
@ -152,6 +152,12 @@
|
|||
type: "SliderFloat",
|
||||
max: 5
|
||||
},
|
||||
{
|
||||
id: "speedSpread",
|
||||
name: "Speed Spread",
|
||||
type: "SliderFloat",
|
||||
max: 5
|
||||
},
|
||||
{
|
||||
type: "Row"
|
||||
},
|
||||
|
|
Loading…
Reference in a new issue