47 lines
1.1 KiB
GLSL
47 lines
1.1 KiB
GLSL
shader_type spatial;
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uniform vec2 scale = vec2(50.0);
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uniform bool seamless = false;
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uniform vec4 color_scale: hint_color;
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float rand(vec2 coord) {
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return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float perlin_noise(vec2 coord) {
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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float t_l = rand(i) * 6.283;
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float t_r = rand(i + vec2(1, 0)) * 6.283;
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float b_l = rand(i + vec2(0, 1)) * 6.283;
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float b_r = rand(i + vec2(1)) * 6.283;
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vec2 t_l_vec = vec2(-sin(t_l), cos(t_l));
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vec2 t_r_vec = vec2(-sin(t_r), cos(t_r));
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vec2 b_l_vec = vec2(-sin(b_l), cos(b_l));
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vec2 b_r_vec = vec2(-sin(b_r), cos(b_r));
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float t_l_dot = dot(t_l_vec, f);
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float t_r_dot = dot(t_r_vec, f - vec2(1, 0));
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float b_l_dot = dot(b_l_vec, f - vec2(0, 1));
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float b_r_dot = dot(b_r_vec, f - vec2(1));
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vec2 cubic = f * f * (3.0 - 2.0 * f);
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float top_mix = mix(t_l_dot, t_r_dot, cubic.x);
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float bot_mix = mix(b_l_dot, b_r_dot, cubic.x);
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float whole_mix = mix(top_mix, bot_mix, cubic.y);
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return whole_mix + 0.5;
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}
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void fragment() {
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vec2 coord = UV * scale;
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float value = perlin_noise(coord);
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ALBEDO = vec3(value * color_scale.rgb);
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} |