lava.vertex.fx 5.2 KB

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  1. precision highp float;
  2. // Inputs
  3. uniform float time;
  4. uniform float lowFrequencySpeed;
  5. // Varying
  6. varying float noise;
  7. // Attributes
  8. attribute vec3 position;
  9. #ifdef NORMAL
  10. attribute vec3 normal;
  11. #endif
  12. #ifdef UV1
  13. attribute vec2 uv;
  14. #endif
  15. #ifdef UV2
  16. attribute vec2 uv2;
  17. #endif
  18. #ifdef VERTEXCOLOR
  19. attribute vec4 color;
  20. #endif
  21. #include<bonesDeclaration>
  22. // Uniforms
  23. #include<instancesDeclaration>
  24. uniform mat4 view;
  25. uniform mat4 viewProjection;
  26. #ifdef DIFFUSE
  27. varying vec2 vDiffuseUV;
  28. uniform mat4 diffuseMatrix;
  29. uniform vec2 vDiffuseInfos;
  30. #endif
  31. #ifdef POINTSIZE
  32. uniform float pointSize;
  33. #endif
  34. // Output
  35. varying vec3 vPositionW;
  36. #ifdef NORMAL
  37. varying vec3 vNormalW;
  38. #endif
  39. #ifdef VERTEXCOLOR
  40. varying vec4 vColor;
  41. #endif
  42. #include<clipPlaneVertexDeclaration>
  43. #include<fogVertexDeclaration>
  44. #include<shadowsVertexDeclaration>
  45. /* NOISE FUNCTIONS */
  46. ////// ASHIMA webgl noise
  47. ////// https://github.com/ashima/webgl-noise/blob/master/src/classicnoise3D.glsl
  48. vec3 mod289(vec3 x)
  49. {
  50. return x - floor(x * (1.0 / 289.0)) * 289.0;
  51. }
  52. vec4 mod289(vec4 x)
  53. {
  54. return x - floor(x * (1.0 / 289.0)) * 289.0;
  55. }
  56. vec4 permute(vec4 x)
  57. {
  58. return mod289(((x*34.0)+1.0)*x);
  59. }
  60. vec4 taylorInvSqrt(vec4 r)
  61. {
  62. return 1.79284291400159 - 0.85373472095314 * r;
  63. }
  64. vec3 fade(vec3 t) {
  65. return t*t*t*(t*(t*6.0-15.0)+10.0);
  66. }
  67. // Classic Perlin noise, periodic variant
  68. float pnoise(vec3 P, vec3 rep)
  69. {
  70. vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
  71. vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
  72. Pi0 = mod289(Pi0);
  73. Pi1 = mod289(Pi1);
  74. vec3 Pf0 = fract(P); // Fractional part for interpolation
  75. vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  76. vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  77. vec4 iy = vec4(Pi0.yy, Pi1.yy);
  78. vec4 iz0 = Pi0.zzzz;
  79. vec4 iz1 = Pi1.zzzz;
  80. vec4 ixy = permute(permute(ix) + iy);
  81. vec4 ixy0 = permute(ixy + iz0);
  82. vec4 ixy1 = permute(ixy + iz1);
  83. vec4 gx0 = ixy0 * (1.0 / 7.0);
  84. vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  85. gx0 = fract(gx0);
  86. vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  87. vec4 sz0 = step(gz0, vec4(0.0));
  88. gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  89. gy0 -= sz0 * (step(0.0, gy0) - 0.5);
  90. vec4 gx1 = ixy1 * (1.0 / 7.0);
  91. vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  92. gx1 = fract(gx1);
  93. vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  94. vec4 sz1 = step(gz1, vec4(0.0));
  95. gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  96. gy1 -= sz1 * (step(0.0, gy1) - 0.5);
  97. vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  98. vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  99. vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  100. vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  101. vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  102. vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  103. vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  104. vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
  105. vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  106. g000 *= norm0.x;
  107. g010 *= norm0.y;
  108. g100 *= norm0.z;
  109. g110 *= norm0.w;
  110. vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  111. g001 *= norm1.x;
  112. g011 *= norm1.y;
  113. g101 *= norm1.z;
  114. g111 *= norm1.w;
  115. float n000 = dot(g000, Pf0);
  116. float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  117. float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  118. float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  119. float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  120. float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  121. float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  122. float n111 = dot(g111, Pf1);
  123. vec3 fade_xyz = fade(Pf0);
  124. vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  125. vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  126. float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  127. return 2.2 * n_xyz;
  128. }
  129. /* END FUNCTION */
  130. float turbulence( vec3 p ) {
  131. float w = 100.0;
  132. float t = -.5;
  133. for (float f = 1.0 ; f <= 10.0 ; f++ ){
  134. float power = pow( 2.0, f );
  135. t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
  136. }
  137. return t;
  138. }
  139. void main(void) {
  140. #include<instancesVertex>
  141. #include<bonesVertex>
  142. #ifdef NORMAL
  143. // get a turbulent 3d noise using the normal, normal to high freq
  144. noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 );
  145. // get a 3d noise using the position, low frequency
  146. float b = lowFrequencySpeed * 5.0 * pnoise( 0.05 * position +vec3(time*1.025), vec3( 100.0 ) );
  147. // compose both noises
  148. float displacement = - 1.5 * noise + b;
  149. // move the position along the normal and transform it
  150. vec3 newPosition = position + normal * displacement;
  151. gl_Position = viewProjection * finalWorld * vec4( newPosition, 1.0 );
  152. vec4 worldPos = finalWorld * vec4(newPosition, 1.0);
  153. vPositionW = vec3(worldPos);
  154. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  155. #endif
  156. // Texture coordinates
  157. #ifndef UV1
  158. vec2 uv = vec2(0., 0.);
  159. #endif
  160. #ifndef UV2
  161. vec2 uv2 = vec2(0., 0.);
  162. #endif
  163. #ifdef DIFFUSE
  164. if (vDiffuseInfos.x == 0.)
  165. {
  166. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  167. }
  168. else
  169. {
  170. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  171. }
  172. #endif
  173. // Clip plane
  174. #include<clipPlaneVertex>
  175. // Fog
  176. #include<fogVertex>
  177. #include<shadowsVertex>
  178. // Vertex color
  179. #ifdef VERTEXCOLOR
  180. vColor = color;
  181. #endif
  182. // Point size
  183. #ifdef POINTSIZE
  184. gl_PointSize = pointSize;
  185. #endif
  186. }