58 lines
2.1 KiB
GLSL
Executable File
58 lines
2.1 KiB
GLSL
Executable File
#line 2
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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precision lowp int;
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precision highp float;
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precision highp sampler2D;
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in vec2 v_position2f;
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layout(location = 0) out float output1f;
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uniform sampler2D u_noiseTexture;
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uniform float u_textureSlice1f;
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uniform vec2 u_textureSize2f;
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uniform mat4x3 u_sampleOffsetMatrix4f;
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uniform vec3 u_cloudMovement3f;
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#define GET_CLOUDS(pos3f, accum, factor, tmp3f)\
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tmp3f.z = floor(pos3f.z);\
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tmp3f.xy = pos3f.xy * 0.015625 + (tmp3f.z * 0.265625);\
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pos3f.x = textureLod(u_noiseTexture, tmp3f.xy, 0.0).x;\
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pos3f.y = textureLod(u_noiseTexture, tmp3f.xy + 0.265625, 0.0).x;\
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accum += mix(pos3f.x, pos3f.y, pos3f.z - tmp3f.z) * factor;
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void main() {
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vec3 p = vec3(v_position2f.x, u_textureSlice1f, v_position2f.y) * vec3(u_textureSize2f.x, 1.0, u_textureSize2f.y);
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p = u_sampleOffsetMatrix4f * vec4(p, 1.0);
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vec3 sampleCoord3f = p + u_cloudMovement3f;
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float noise = 0.0;
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vec3 in3f = sampleCoord3f;
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GET_CLOUDS(in3f, noise, 0.5, p)
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in3f = sampleCoord3f * 2.0 + u_cloudMovement3f;
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GET_CLOUDS(in3f, noise, 0.25, p)
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in3f = sampleCoord3f * 7.0 - u_cloudMovement3f;
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GET_CLOUDS(in3f, noise, 0.125, p)
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in3f = (sampleCoord3f + u_cloudMovement3f) * 16.0;
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GET_CLOUDS(in3f, noise, 0.0625, p)
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output1f = noise;
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}
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