lava.vertex.fx 7.5 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. // Uniforms
  22. #ifdef INSTANCES
  23. attribute vec4 world0;
  24. attribute vec4 world1;
  25. attribute vec4 world2;
  26. attribute vec4 world3;
  27. #else
  28. uniform mat4 world;
  29. #endif
  30. uniform mat4 view;
  31. uniform mat4 viewProjection;
  32. #ifdef DIFFUSE
  33. varying vec2 vDiffuseUV;
  34. uniform mat4 diffuseMatrix;
  35. uniform vec2 vDiffuseInfos;
  36. #endif
  37. #if NUM_BONE_INFLUENCERS > 0
  38. uniform mat4 mBones[BonesPerMesh];
  39. attribute vec4 matricesIndices;
  40. attribute vec4 matricesWeights;
  41. #if NUM_BONE_INFLUENCERS > 4
  42. attribute vec4 matricesIndicesExtra;
  43. attribute vec4 matricesWeightsExtra;
  44. #endif
  45. #endif
  46. #ifdef POINTSIZE
  47. uniform float pointSize;
  48. #endif
  49. // Output
  50. varying vec3 vPositionW;
  51. #ifdef NORMAL
  52. varying vec3 vNormalW;
  53. #endif
  54. #ifdef VERTEXCOLOR
  55. varying vec4 vColor;
  56. #endif
  57. #ifdef CLIPPLANE
  58. uniform vec4 vClipPlane;
  59. varying float fClipDistance;
  60. #endif
  61. #ifdef FOG
  62. varying float fFogDistance;
  63. #endif
  64. #ifdef SHADOWS
  65. #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
  66. uniform mat4 lightMatrix0;
  67. varying vec4 vPositionFromLight0;
  68. #endif
  69. #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
  70. uniform mat4 lightMatrix1;
  71. varying vec4 vPositionFromLight1;
  72. #endif
  73. #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
  74. uniform mat4 lightMatrix2;
  75. varying vec4 vPositionFromLight2;
  76. #endif
  77. #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
  78. uniform mat4 lightMatrix3;
  79. varying vec4 vPositionFromLight3;
  80. #endif
  81. #endif
  82. /* NOISE FUNCTIONS */
  83. ////// ASHIMA webgl noise
  84. ////// https://github.com/ashima/webgl-noise/blob/master/src/classicnoise3D.glsl
  85. vec3 mod289(vec3 x)
  86. {
  87. return x - floor(x * (1.0 / 289.0)) * 289.0;
  88. }
  89. vec4 mod289(vec4 x)
  90. {
  91. return x - floor(x * (1.0 / 289.0)) * 289.0;
  92. }
  93. vec4 permute(vec4 x)
  94. {
  95. return mod289(((x*34.0)+1.0)*x);
  96. }
  97. vec4 taylorInvSqrt(vec4 r)
  98. {
  99. return 1.79284291400159 - 0.85373472095314 * r;
  100. }
  101. vec3 fade(vec3 t) {
  102. return t*t*t*(t*(t*6.0-15.0)+10.0);
  103. }
  104. // Classic Perlin noise, periodic variant
  105. float pnoise(vec3 P, vec3 rep)
  106. {
  107. vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
  108. vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
  109. Pi0 = mod289(Pi0);
  110. Pi1 = mod289(Pi1);
  111. vec3 Pf0 = fract(P); // Fractional part for interpolation
  112. vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
  113. vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  114. vec4 iy = vec4(Pi0.yy, Pi1.yy);
  115. vec4 iz0 = Pi0.zzzz;
  116. vec4 iz1 = Pi1.zzzz;
  117. vec4 ixy = permute(permute(ix) + iy);
  118. vec4 ixy0 = permute(ixy + iz0);
  119. vec4 ixy1 = permute(ixy + iz1);
  120. vec4 gx0 = ixy0 * (1.0 / 7.0);
  121. vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
  122. gx0 = fract(gx0);
  123. vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
  124. vec4 sz0 = step(gz0, vec4(0.0));
  125. gx0 -= sz0 * (step(0.0, gx0) - 0.5);
  126. gy0 -= sz0 * (step(0.0, gy0) - 0.5);
  127. vec4 gx1 = ixy1 * (1.0 / 7.0);
  128. vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
  129. gx1 = fract(gx1);
  130. vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
  131. vec4 sz1 = step(gz1, vec4(0.0));
  132. gx1 -= sz1 * (step(0.0, gx1) - 0.5);
  133. gy1 -= sz1 * (step(0.0, gy1) - 0.5);
  134. vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
  135. vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
  136. vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
  137. vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
  138. vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
  139. vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
  140. vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
  141. vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
  142. vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  143. g000 *= norm0.x;
  144. g010 *= norm0.y;
  145. g100 *= norm0.z;
  146. g110 *= norm0.w;
  147. vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  148. g001 *= norm1.x;
  149. g011 *= norm1.y;
  150. g101 *= norm1.z;
  151. g111 *= norm1.w;
  152. float n000 = dot(g000, Pf0);
  153. float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
  154. float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
  155. float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
  156. float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
  157. float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
  158. float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
  159. float n111 = dot(g111, Pf1);
  160. vec3 fade_xyz = fade(Pf0);
  161. vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
  162. vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
  163. float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
  164. return 2.2 * n_xyz;
  165. }
  166. /* END FUNCTION */
  167. float turbulence( vec3 p ) {
  168. float w = 100.0;
  169. float t = -.5;
  170. for (float f = 1.0 ; f <= 10.0 ; f++ ){
  171. float power = pow( 2.0, f );
  172. t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );
  173. }
  174. return t;
  175. }
  176. void main(void) {
  177. mat4 finalWorld;
  178. #ifdef INSTANCES
  179. finalWorld = mat4(world0, world1, world2, world3);
  180. #else
  181. finalWorld = world;
  182. #endif
  183. #if NUM_BONE_INFLUENCERS > 0
  184. mat4 influence;
  185. influence = mBones[int(matricesIndices[0])] * matricesWeights[0];
  186. #if NUM_BONE_INFLUENCERS > 1
  187. influence += mBones[int(matricesIndices[1])] * matricesWeights[1];
  188. #endif
  189. #if NUM_BONE_INFLUENCERS > 2
  190. influence += mBones[int(matricesIndices[2])] * matricesWeights[2];
  191. #endif
  192. #if NUM_BONE_INFLUENCERS > 3
  193. influence += mBones[int(matricesIndices[3])] * matricesWeights[3];
  194. #endif
  195. #if NUM_BONE_INFLUENCERS > 4
  196. influence += mBones[int(matricesIndicesExtra[0])] * matricesWeightsExtra[0];
  197. #endif
  198. #if NUM_BONE_INFLUENCERS > 5
  199. influence += mBones[int(matricesIndicesExtra[1])] * matricesWeightsExtra[1];
  200. #endif
  201. #if NUM_BONE_INFLUENCERS > 6
  202. influence += mBones[int(matricesIndicesExtra[2])] * matricesWeightsExtra[2];
  203. #endif
  204. #if NUM_BONE_INFLUENCERS > 7
  205. influence += mBones[int(matricesIndicesExtra[3])] * matricesWeightsExtra[3];
  206. #endif
  207. finalWorld = finalWorld * influence;
  208. #endif
  209. // get a turbulent 3d noise using the normal, normal to high freq
  210. noise = 10.0 * -.10 * turbulence( .5 * normal + time*1.15 );
  211. // get a 3d noise using the position, low frequency
  212. float b = lowFrequencySpeed * 5.0 * pnoise( 0.05 * position +vec3(time*1.025), vec3( 100.0 ) );
  213. // compose both noises
  214. float displacement = - 1.5 * noise + b;
  215. // move the position along the normal and transform it
  216. vec3 newPosition = position + normal * displacement;
  217. gl_Position = viewProjection * finalWorld * vec4( newPosition, 1.0 );
  218. vec4 worldPos = finalWorld * vec4(newPosition, 1.0);
  219. vPositionW = vec3(worldPos);
  220. #ifdef NORMAL
  221. vNormalW = normalize(vec3(finalWorld * vec4(normal, 0.0)));
  222. #endif
  223. // Texture coordinates
  224. #ifndef UV1
  225. vec2 uv = vec2(0., 0.);
  226. #endif
  227. #ifndef UV2
  228. vec2 uv2 = vec2(0., 0.);
  229. #endif
  230. #ifdef DIFFUSE
  231. if (vDiffuseInfos.x == 0.)
  232. {
  233. vDiffuseUV = vec2(diffuseMatrix * vec4(uv, 1.0, 0.0));
  234. }
  235. else
  236. {
  237. vDiffuseUV = vec2(diffuseMatrix * vec4(uv2, 1.0, 0.0));
  238. }
  239. #endif
  240. // Clip plane
  241. #ifdef CLIPPLANE
  242. fClipDistance = dot(worldPos, vClipPlane);
  243. #endif
  244. // Fog
  245. #ifdef FOG
  246. fFogDistance = (view * worldPos).z;
  247. #endif
  248. // Shadows
  249. #ifdef SHADOWS
  250. #if defined(SPOTLIGHT0) || defined(DIRLIGHT0)
  251. vPositionFromLight0 = lightMatrix0 * worldPos;
  252. #endif
  253. #if defined(SPOTLIGHT1) || defined(DIRLIGHT1)
  254. vPositionFromLight1 = lightMatrix1 * worldPos;
  255. #endif
  256. #if defined(SPOTLIGHT2) || defined(DIRLIGHT2)
  257. vPositionFromLight2 = lightMatrix2 * worldPos;
  258. #endif
  259. #if defined(SPOTLIGHT3) || defined(DIRLIGHT3)
  260. vPositionFromLight3 = lightMatrix3 * worldPos;
  261. #endif
  262. #endif
  263. // Vertex color
  264. #ifdef VERTEXCOLOR
  265. vColor = color;
  266. #endif
  267. // Point size
  268. #ifdef POINTSIZE
  269. gl_PointSize = pointSize;
  270. #endif
  271. }