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flight/horizontal_lightning.glsl

146 lines
4.8 KiB
GLSL

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