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- precision highp float;
- // Inputs
- uniform float time;
- uniform float lowFrequencySpeed;
- // Varying
- varying float noise;
- // Attributes
- attribute vec3 position;
- #ifdef NORMAL
- attribute vec3 normal;
- #endif
- #ifdef UV1
- attribute vec2 uv;
- #endif
- #ifdef UV2
- attribute vec2 uv2;
- #endif
- #ifdef VERTEXCOLOR
- attribute vec4 color;
- #endif
- #include<bonesDeclaration>
- // Uniforms
- #include<instancesDeclaration>
- uniform mat4 view;
- uniform mat4 viewProjection;
- #ifdef DIFFUSE
- varying vec2 vDiffuseUV;
- uniform mat4 diffuseMatrix;
- uniform vec2 vDiffuseInfos;
- #endif
- #ifdef POINTSIZE
- uniform float pointSize;
- #endif
- // Output
- varying vec3 vPositionW;
- #ifdef NORMAL
- varying vec3 vNormalW;
- #endif
- #ifdef VERTEXCOLOR
- varying vec4 vColor;
- #endif
- #include<clipPlaneVertexDeclaration>
- #include<fogVertexDeclaration>
- #include<shadowsVertexDeclaration>
- /* NOISE FUNCTIONS */
- ////// ASHIMA webgl noise
- ////// https://github.com/ashima/webgl-noise/blob/master/src/classicnoise3D.glsl
- 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;
- }
- vec4 permute(vec4 x)
- {
- return mod289(((x*34.0)+1.0)*x);
- }
- vec4 taylorInvSqrt(vec4 r)
- {
- return 1.79284291400159 - 0.85373472095314 * r;
- }
- vec3 fade(vec3 t) {
- return t*t*t*(t*(t*6.0-15.0)+10.0);
- }
- // Classic Perlin noise, periodic variant
- float pnoise(vec3 P, vec3 rep)
- {
- vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
- vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
- Pi0 = mod289(Pi0);
- Pi1 = mod289(Pi1);
- vec3 Pf0 = fract(P); // Fractional part for interpolation
- vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
- vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
- vec4 iy = vec4(Pi0.yy, Pi1.yy);
- vec4 iz0 = Pi0.zzzz;
- vec4 iz1 = Pi1.zzzz;
- vec4 ixy = permute(permute(ix) + iy);
- vec4 ixy0 = permute(ixy + iz0);
- vec4 ixy1 = permute(ixy + iz1);
- vec4 gx0 = ixy0 * (1.0 / 7.0);
- vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
- gx0 = fract(gx0);
- vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
- vec4 sz0 = step(gz0, vec4(0.0));
- gx0 -= sz0 * (step(0.0, gx0) - 0.5);
- gy0 -= sz0 * (step(0.0, gy0) - 0.5);
- vec4 gx1 = ixy1 * (1.0 / 7.0);
- vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
- gx1 = fract(gx1);
- vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
- vec4 sz1 = step(gz1, vec4(0.0));
- gx1 -= sz1 * (step(0.0, gx1) - 0.5);
- gy1 -= sz1 * (step(0.0, gy1) - 0.5);
- vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
- vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
- vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
- vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
- vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
- vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
- vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
- vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
- vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
- g000 *= norm0.x;
- g010 *= norm0.y;
- g100 *= norm0.z;
- g110 *= norm0.w;
- vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
- g001 *= norm1.x;
- g011 *= norm1.y;
- g101 *= norm1.z;
- g111 *= norm1.w;
- float n000 = dot(g000, Pf0);
- float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
- float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
- float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
- float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
- float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
- float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
- float n111 = dot(g111, Pf1);
- vec3 fade_xyz = fade(Pf0);
- vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
- vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
- float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
- return 2.2 * n_xyz;
- }
- /* END FUNCTION */
- float turbulence( vec3 p ) {
- float w = 100.0;
- float t = -.5;
- for (float f = 1.0 ; f <= 10.0 ; f++ ){
- float power = pow( 2.0, f );
- t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
- }
- return t;
- }
- void main(void) {
- #include<instancesVertex>
- #include<bonesVertex>
- #ifdef NORMAL
- // get a turbulent 3d noise using the normal, normal to high freq
- noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 );
- // get a 3d noise using the position, low frequency
- float b = lowFrequencySpeed * 5.0 * pnoise( 0.05 * position +vec3(time*1.025), vec3( 100.0 ) );
- // compose both noises
- float displacement = - 1.5 * noise + b;
- // move the position along the normal and transform it
- vec3 newPosition = position + normal * displacement;
- gl_Position = viewProjection * finalWorld * vec4( newPosition, 1.0 );
- vec4 worldPos = finalWorld * vec4(newPosition, 1.0);
- vPositionW = vec3(worldPos);
- vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
- #endif
- // Texture coordinates
- #ifndef UV1
- vec2 uv = vec2(0., 0.);
- #endif
- #ifndef UV2
- vec2 uv2 = vec2(0., 0.);
- #endif
- #ifdef DIFFUSE
- if (vDiffuseInfos.x == 0.)
- {
- vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
- }
- else
- {
- vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
- }
- #endif
- // Clip plane
- #include<clipPlaneVertex>
- // Fog
- #include<fogVertex>
- #include<shadowsVertex>
- // Vertex color
- #ifdef VERTEXCOLOR
- vColor = color;
- #endif
- // Point size
- #ifdef POINTSIZE
- gl_PointSize = pointSize;
- #endif
- }
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