Lightning towards platonic, fix BAD qsort bugs
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291235e992
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d190594b38
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@module horizontal_lightning
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@vs vs
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in vec4 coord;
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out vec2 texUV;
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void main() {
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gl_Position = vec4(coord.xy, 0.0, 1.0);
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texUV = coord.zw;
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}
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@end
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@fs fs
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uniform uniforms {
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float iTime;
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float alpha;
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};
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in vec2 texUV;
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out vec4 fragColor;
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vec4 permute(vec4 t) {
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return t * (t * 34.0 + 133.0);
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}
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// Gradient set is a normalized expanded rhombic dodecahedron
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vec3 grad(float hash) {
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// Random vertex of a cube, +/- 1 each
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vec3 cube = mod(floor(hash / vec3(1.0, 2.0, 4.0)), 2.0) * 2.0 - 1.0;
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// Random edge of the three edges connected to that vertex
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// Also a cuboctahedral vertex
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// And corresponds to the face of its dual, the rhombic dodecahedron
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vec3 cuboct = cube;
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int selected_edge =int(hash / 16.0) ;
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if(selected_edge == 0)
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cuboct.x = 0.0;
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if(selected_edge == 1)
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cuboct.y = 0.0;
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if(selected_edge == 2)
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cuboct.z = 0.0;
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// In a funky way, pick one of the four points on the rhombic face
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float type = mod(floor(hash / 8.0), 2.0);
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vec3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct));
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// Expand it so that the new edges are the same length
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// as the existing ones
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vec3 grad = cuboct * 1.22474487139 + rhomb;
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// To make all gradients the same length, we only need to shorten the
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// second type of vector. We also put in the whole noise scale constant.
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// The compiler should reduce it into the existing floats. I think.
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grad *= (1.0 - 0.042942436724648037 * type) * 3.5946317686139184;
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return grad;
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}
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// BCC lattice split up into 2 cube lattices
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vec4 bccNoiseDerivativesPart(vec3 X) {
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vec3 b = floor(X);
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vec4 i4 = vec4(X - b, 2.5);
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// Pick between each pair of oppposite corners in the cube.
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vec3 v1 = b + floor(dot(i4, vec4(.25)));
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vec3 v2 = b + vec3(1, 0, 0) + vec3(-1, 1, 1) * floor(dot(i4, vec4(-.25, .25, .25, .35)));
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vec3 v3 = b + vec3(0, 1, 0) + vec3(1, -1, 1) * floor(dot(i4, vec4(.25, -.25, .25, .35)));
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vec3 v4 = b + vec3(0, 0, 1) + vec3(1, 1, -1) * floor(dot(i4, vec4(.25, .25, -.25, .35)));
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// Gradient hashes for the four vertices in this half-lattice.
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vec4 hashes = permute(mod(vec4(v1.x, v2.x, v3.x, v4.x), 289.0));
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hashes = permute(mod(hashes + vec4(v1.y, v2.y, v3.y, v4.y), 289.0));
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hashes = mod(permute(mod(hashes + vec4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0);
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// Gradient extrapolations & kernel function
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vec3 d1 = X - v1; vec3 d2 = X - v2; vec3 d3 = X - v3; vec3 d4 = X - v4;
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vec4 a = max(0.75 - vec4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0);
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vec4 aa = a * a; vec4 aaaa = aa * aa;
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vec3 g1 = grad(hashes.x); vec3 g2 = grad(hashes.y);
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vec3 g3 = grad(hashes.z); vec3 g4 = grad(hashes.w);
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vec4 extrapolations = vec4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4));
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// Derivatives of the noise
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vec3 derivative = -8.0 * mat4x3(d1, d2, d3, d4) * (aa * a * extrapolations)
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+ mat4x3(g1, g2, g3, g4) * aaaa;
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// Return it all as a vec4
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return vec4(derivative, dot(aaaa, extrapolations));
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}
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// Gives X and Y a triangular alignment, and lets Z move up the main diagonal.
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// Might be good for terrain, or a time varying X/Y plane. Z repeats.
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vec4 bccNoiseDerivatives_XYBeforeZ(vec3 X) {
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// Not a skew transform.
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mat3 orthonormalMap = mat3(
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0.788675134594813, -0.211324865405187, -0.577350269189626,
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-0.211324865405187, 0.788675134594813, -0.577350269189626,
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0.577350269189626, 0.577350269189626, 0.577350269189626);
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X = orthonormalMap * X;
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vec4 result = bccNoiseDerivativesPart(X) + bccNoiseDerivativesPart(X + 144.5);
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return vec4(result.xyz * orthonormalMap, result.w);
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}
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void main()
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{
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vec2 uv = texUV;
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vec2 p = uv;
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uv = uv * 2. -1.;
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float tickle = 0.001*1000*iTime;
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vec3 offset = vec3(cos(tickle), sin(tickle), 0.0);
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vec3 p3 = vec3(p, 0.0) + offset;
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vec3 noise_input = vec3(p3*25.0+12.0);
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//float intensity = noise(noise_input);
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float intensity = 0.0;
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intensity += bccNoiseDerivatives_XYBeforeZ(noise_input).w*0.4;
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intensity += bccNoiseDerivatives_XYBeforeZ(noise_input*0.55).w*0.7;
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intensity += bccNoiseDerivatives_XYBeforeZ(noise_input*0.44).w*0.8;
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float t = clamp((uv.x * -uv.x * 0.16) + 0.15, 0., 1.);
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//fragColor.rgb = vec3(t);
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float dist = length(uv);
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//float y = abs( dist - 0.5 - intensity * 0.1);
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float y = abs(uv.y/1.5 - intensity * 0.1);
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float g = pow(y, 0.2);
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vec3 col = vec3(2.0, 1.8, 0.5);
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col = col * -g + col;
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col = col * col;
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col = col * col;
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fragColor.rgb = col;
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fragColor.a = ((col.r + col.g + col.b)/3.0) * alpha;
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}
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@end
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@program program vs fs
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