Flatlogic Bot 055d24df95 WORKING
2025-10-14 02:37:44 +00:00

93 lines
3.0 KiB
GLSL

uniform vec3 u_noiseTextureDimensions;
uniform float u_noiseDetail;
uniform vec3 u_noiseOffset;
in vec2 v_position;
float wrap(float value, float rangeLength) {
if(value < 0.0) {
float absValue = abs(value);
float modValue = mod(absValue, rangeLength);
return mod(rangeLength - modValue, rangeLength);
}
return mod(value, rangeLength);
}
vec3 wrapVec(vec3 value, float rangeLength) {
return vec3(wrap(value.x, rangeLength),
wrap(value.y, rangeLength),
wrap(value.z, rangeLength));
}
vec3 random3(vec3 p) {
float dot1 = dot(p, vec3(127.1, 311.7, 932.8));
float dot2 = dot(p, vec3(269.5, 183.3, 421.4));
return fract(vec3(sin(dot1 - dot2), cos(dot1 * dot2), dot1 * dot2));
}
// Frequency corresponds to cell size.
// The higher the frequency, the smaller the cell size.
vec3 getWorleyCellPoint(vec3 centerCell, vec3 offset, float freq) {
float textureSliceWidth = u_noiseTextureDimensions.x;
vec3 cell = centerCell + offset;
cell = wrapVec(cell, textureSliceWidth / u_noiseDetail);
cell += floor(u_noiseOffset / u_noiseDetail);
vec3 p = offset + random3(cell);
return p;
}
float worleyNoise(vec3 p, float freq) {
vec3 centerCell = floor(p * freq);
vec3 pointInCell = fract(p * freq);
float shortestDistance = 1000.0;
for(float z = -1.0; z <= 1.0; z++) {
for(float y = -1.0; y <= 1.0; y++) {
for(float x = -1.0; x <= 1.0; x++) {
vec3 offset = vec3(x, y, z);
vec3 point = getWorleyCellPoint(centerCell, offset, freq);
float distance = length(pointInCell - point);
if(distance < shortestDistance) {
shortestDistance = distance;
}
}
}
}
return shortestDistance;
}
const float MAX_FBM_ITERATIONS = 10.0;
float worleyFBMNoise(vec3 p, float octaves, float scale) {
float noise = 0.0;
float freq = 1.0;
float persistence = 0.625;
for(float i = 0.0; i < MAX_FBM_ITERATIONS; i++) {
if(i >= octaves) {
break;
}
noise += worleyNoise(p * scale, freq * scale) * persistence;
persistence *= 0.5;
freq *= 2.0;
}
return noise;
}
void main() {
float textureSliceWidth = u_noiseTextureDimensions.x;
float inverseNoiseTextureRows = u_noiseTextureDimensions.z;
float x = mod(v_position.x, textureSliceWidth);
float y = mod(v_position.y, textureSliceWidth);
float sliceRow = floor(v_position.y / textureSliceWidth);
float z = floor(v_position.x / textureSliceWidth) + sliceRow * inverseNoiseTextureRows * textureSliceWidth;
vec3 position = vec3(x, y, z);
position /= u_noiseDetail;
float worley0 = clamp(worleyFBMNoise(position, 3.0, 1.0), 0.0, 1.0);
float worley1 = clamp(worleyFBMNoise(position, 3.0, 2.0), 0.0, 1.0);
float worley2 = clamp(worleyFBMNoise(position, 3.0, 3.0), 0.0, 1.0);
out_FragColor = vec4(worley0, worley1, worley2, 1.0);
}