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landscape.txt
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landscape.txt
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// xs_begin
// author : @AndyPolygon
// arg : { var = 'hscale' name = 'height' value = '.4' range = '.1 1' step = '.05' precision = '2' }
// arg : { var = 'scale' name = 'scale' value = '1' range = '.1 2' step = '.1' precision = '1' }
// arg : { var = 'type' name = 'type' value = '0' range = '0 3 ' step = '1' precision = '0' }
// arg : { var = 'octaves' name = 'octaves' value = '5' range = '1 5' step = '1' precision = '0' }
// arg : { var = 'roughness' name = 'roughness' value = '.5' range = '.1 .9' step = '.1' precision = '2' }
// arg : { var = 'distort' name = 'distort' value = '0' range = '0 1' step = '1' precision = '0' }
// arg : { var = 'steps' name = 'steps' value = '0' range = '0 10' step = '1' precision = '0' }
// arg : { var = 'random' name = 'random' value = '0' range = '0 5000' step = '10' precision = '0' }
// arg : { var = 'waterz' name = 'water z' value = '32' range = '0 255' step = '1' precision = '0' }
// arg : { var = 'waterCol' name = 'water col' value = '0' range = '0 255' step = '1' precision = '0' }
// arg : { var = 'colBlend' name = 'col blend' value = '0.6' range = '0 1' step = '.1' precision = '1' }
// arg : { var = 'xOffset' name = 'xOffset' value = '0' range = '-1024 1024' step = '1' precision = '0' }
// arg : { var = 'yOffset' name = 'yOffset' value = '0' range = '-1024 1024' step = '1' precision = '0' }
// xs_end
//===== built-in args =====
// uniform vec3 i_volume_size; // volume size [1-256]
// uniform float i_color_index; // current color index [0-255]
// uniform int i_num_color_sels; // number of color selections [1-255]
//===== built-in functions =====
// float voxel( vec3 v ); // get voxel color index
// float color_sel( float k ); // get kth selected color index
// vec4 palette( float index ); // get palette color
//do not mix int and float without implicit conversion for older gpus!!
//landscape using simplex noise and fbm
// noise2d code from https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl
//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// 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
// https://github.com/stegu/webgl-noise
//
vec3 mod289(vec3 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 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
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.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
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);
}
//end noise (c) code
//combine octaves of noise
float fbm(vec2 x)
{
float v = 0.0;
float a = 0.5;
float total = 0.0;
vec2 shift = vec2(100.0);
if (type > 0.0) x /= 2.0;
for (int i = 0; i < int(octaves); ++i)
{
float n = snoise(x);//simplex
if (type == 1.0) //sharp valleys
n = abs(n);
else if (type == 2.0) //sharp ridges
{
n = 1.0 - abs(n);
}
else if (type == 3.0) //very sharp ridges - exponential height
{
n = 1.0 - abs(n);
n = n*n;
}
v += a * n;
x = x * 2.0 + shift;
total += a;
a *= roughness;
}
v /= total;
if (type == 0.0) v = (v+1.0)*.5;
return v;
}
float InOut(float t)
{
if(t <= 0.5)
return 2.0 * t * t;
t -= 0.5;
return 2.0 * t * (1.0 - t) + 0.5;
}
//main color set
float map( vec3 v )
{
float height = i_volume_size.z*hscale;
if (v.z > height) return 0.0;
float xyScale = max(i_volume_size.x,i_volume_size.y)/scale;
vec2 pos = (vec2(v.x+xOffset,v.y+yOffset)/xyScale) + vec2(random*2.234,random*3.345);//rubbish random by offset!
if (distort == 1.0) pos += fbm( pos);
float h = fbm( pos );
float cs = colBlend/float(i_num_color_sels*2);
float cz = v.z/height;
if (waterCol > 0.0) {float hb = waterz - (height/float(i_num_color_sels))*.5; cz = max((v.z - hb)/(height-hb),0.0);}
float colgrad = (cz*(1.0-cs))+(snoise(pos*128.0)*cs);
h *= height;
if (steps > 0.0)//slightly stepped terrain
{
float s = height/(steps+1.0);
float s2 = floor(h/s);
float f = (h - (s*s2))/s;
h = (s * s2) + (InOut(f)*s);
}
if (waterCol > 0.0 && int(v.z) >= int(h) && v.z <= waterz) return waterCol;
return v.z < h ? color_sel((float(i_num_color_sels)+.99)*colgrad) : 0.0;
}