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renderWeatherMap.frag
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#version 300 es
precision highp float;
precision highp int;
uniform vec2 uWindowSize;
uniform vec2 uSkyViewLUTSize;
uniform bool uSampleCloudNoise;
uniform bool uMarchCrepuscularRays;
uniform float uT;
uniform float uTModded;
in vec2 vTexCoord;
layout (location=0) out vec4 color;
// Simplex 2D noise
//
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
const vec4 C = vec4(0.211324865405187, 0.366025403784439,
-0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
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;
i = mod(i, 289.0);
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 ;
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;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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);
}
float generateWeatherMap (vec2 uv) {
// float s = snoise(uv * 2.);
// s += snoise(uv * 5.);
// s += snoise(uv * 10.);
// // s += snoise(uv * 25.);
// // s += snoise(uv * 50.);
return snoise(uv * 10.);
}
void main () {
color = vec4(generateWeatherMap(vTexCoord), 0., 0., 1.);
}