Files
orx/orx-noise/src/shaders/glsl/noise/cell.frag
2022-10-20 21:15:32 +02:00

55 lines
1.1 KiB
GLSL

// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
float cell(vec2 p) {
vec2 ip = floor(p);
p = fract(p);
float d = 1.0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
vec2 cellRef = vec2(i, j);
vec2 offset = hash22(ip + cellRef);
vec2 r = cellRef + offset - p;
float d2 = dot(r, r);
d = min(d, d2);
}
}
return d;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 _scale = scale;
for (int o = 0; o < octaves; ++o) {
result += cell((v_texCoord0+seed) * _scale) * _gain;
_scale *= lacunarity;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}