Created
November 19, 2012 22:18
-
-
Save cyrildiagne/4114413 to your computer and use it in GitHub Desktop.
GLSL shader used for my 3dprint / pico projection mapping experiment test02
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : ijm | |
// Lastmod : 20110822 (ijm) | |
// License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
// Distributed under the MIT License. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// | |
vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } | |
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } | |
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } | |
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; } | |
float snoise(vec3 v){ | |
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; | |
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | |
vec3 i = floor(v + dot(v, C.yyy) ); | |
vec3 x0 = v - i + dot(i, C.xxx) ; | |
vec3 g = step(x0.yzx, x0.xyz); | |
vec3 l = 1.0 - g; | |
vec3 i1 = min( g.xyz, l.zxy ); | |
vec3 i2 = max( g.xyz, l.zxy ); | |
vec3 x1 = x0 - i1 + C.xxx; | |
vec3 x2 = x0 - i2 + C.yyy; | |
vec3 x3 = x0 - D.yyy; | |
i = mod289(i); | |
vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); | |
float n_ = 0.142857142857; // 1.0/7.0 | |
vec3 ns = n_ * D.wyz - D.xzx; | |
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | |
vec4 x_ = floor(j * ns.z); | |
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | |
vec4 x = x_ *ns.x + ns.yyyy; | |
vec4 y = y_ *ns.x + ns.yyyy; | |
vec4 h = 1.0 - abs(x) - abs(y); | |
vec4 b0 = vec4( x.xy, y.xy ); | |
vec4 b1 = vec4( x.zw, y.zw ); | |
vec4 s0 = floor(b0)*2.0 + 1.0; | |
vec4 s1 = floor(b1)*2.0 + 1.0; | |
vec4 sh = -step(h, vec4(0.0)); | |
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | |
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | |
vec3 p0 = vec3(a0.xy,h.x); | |
vec3 p1 = vec3(a0.zw,h.y); | |
vec3 p2 = vec3(a1.xy,h.z); | |
vec3 p3 = vec3(a1.zw,h.w); | |
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | |
p0 *= norm.x; | |
p1 *= norm.y; | |
p2 *= norm.z; | |
p3 *= norm.w; | |
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | |
m = m * m; | |
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | |
dot(p2,x2), dot(p3,x3) ) ); | |
} | |
//------------------------------------------------------------ | |
// | |
// Description : Flat shading smooth animation of faces | |
// Author : Cyril Diagne - @kikko_fr | |
// | |
uniform float time; | |
uniform vec3 color; | |
uniform float mult; | |
uniform float offset; | |
varying vec3 ec_pos; | |
float rand(vec2 co){ | |
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453); | |
} | |
const vec4 on = vec4(0.5, 0.5, 1.0, 1.0); | |
const vec4 off = vec4(vec3(0.), 1.); | |
void main() { | |
// face normal in eyespace: | |
vec3 ec_normal = normalize(cross(dFdx(ec_pos), dFdy(ec_pos))); | |
vec3 xyz = ec_normal.xyz; | |
float t = time*0.5; | |
// Six components of noise in a fractal sum | |
float n = snoise(xyz - vec3(0.0, 0.0, t)); | |
n += 0.5 * snoise(xyz * 2.0 - vec3(0.0, 0.0, t*1.4)); | |
n += 0.25 * snoise(xyz * 4.0 - vec3(0.0, 0.0, t*2.0)); | |
n += 0.125 * snoise(xyz * 8.0 - vec3(0.0, 0.0, t*2.8)); | |
n += 0.0625 * snoise(xyz * 16.0 - vec3(0.0, 0.0, t*4.0)); | |
n += 0.03125 * snoise(xyz * 32.0 - vec3(0.0, 0.0, t*5.6)); | |
gl_FragColor = vec4( color + vec3(n, n, n) * mult + offset, 1.0); | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
varying vec3 ec_pos; | |
void main() { | |
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | |
ec_pos = (gl_ModelViewMatrix * gl_Vertex).xyz; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment