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October 5, 2017 13:00
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a simple earth shader in Godot
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// author: PanPan | |
// random3 and simplex noise is come form | |
// https://thebookofshaders.com/edit.php#11/iching-03.frag | |
shader_type spatial; | |
vec3 random3(vec3 c) | |
{ | |
float j = 4096.0 * sin(dot(c,vec3(17.0, 59.4, 15.0))); | |
vec3 r; | |
r.z = fract(512.0 * j); | |
j *= 0.125; | |
r.x = fract(512.0 * j); | |
j *= 0.125; | |
r.y = fract(512.0 * j); | |
return r - 0.5; | |
} | |
float simplex_noise(vec3 p) | |
{ | |
vec3 s = floor(p + dot(p, vec3(0.3333333))); | |
vec3 x = p - s + dot(s, vec3(0.1666667)); | |
vec3 e = step(vec3(0.0), x - x.yzx); | |
vec3 i1 = e * (1.0 - e.zxy); | |
vec3 i2 = 1.0 - e.zxy * (1.0 - e); | |
vec3 x1 = x - i1 + 0.1666667; | |
vec3 x2 = x - i2 + 2.0 * 0.1666667; | |
vec3 x3 = x - 1.0 + 3.0 * 0.1666667; | |
vec4 w, d; | |
w.x = dot(x, x); | |
w.y = dot(x1, x1); | |
w.z = dot(x2, x2); | |
w.w = dot(x3, x3); | |
w = max(0.6 - w, vec4(0.0)); | |
d.x = dot(random3(s), x); | |
d.y = dot(random3(s + i1), x1); | |
d.z = dot(random3(s + i2), x2); | |
d.w = dot(random3(s + 1.0), x3); | |
w *= w; | |
w *= w; | |
d *= w; | |
return dot(d, vec4(52.0)); | |
} | |
float height_map(in vec3 position) | |
{ | |
return simplex_noise(position) | |
+ simplex_noise(2.0 * position) / 2.0 | |
+ simplex_noise(4.0 * position) / 4.0 | |
+ simplex_noise(8.0 * position) / 8.0 | |
+ simplex_noise(16.0 * position) / 16.0 | |
+ simplex_noise(32.0 * position) / 32.0; | |
} | |
void vertex() | |
{ | |
// store model normal(not transformed) to color | |
COLOR = vec4(0.5 * (NORMAL + 1.0), 1.0); | |
} | |
vec3 sea(in float height) | |
{ | |
float base_sea = clamp(-height, 0.0, 1.0); | |
base_sea = 1.0 * sign(base_sea) - base_sea; | |
float out_sea = 0.8 * pow(base_sea, 6.0); | |
return vec3(0.0, 0.0, clamp(out_sea, 0.0, 1.0)); | |
} | |
vec3 land(in float height) | |
{ | |
float base_land = clamp(height, 0.0, 1.0); | |
base_land += sign(base_land) * 0.1; | |
float out_land = 1.0 * pow(base_land, 3.0); | |
return vec3(0.0, out_land, 0.0); | |
} | |
vec3 cloud(in vec3 position, in float time) | |
{ | |
float height = clamp(height_map(position * 3.0 + time / 20.0), 0.0, 1.0) * 0.5; | |
return vec3(height, height, height); | |
} | |
void fragment() | |
{ | |
// use model normal to generate height map | |
float height = height_map(COLOR.xyz); | |
vec3 color = land(height); | |
color += sea(height); | |
color += cloud(COLOR.xyz, TIME); | |
ALBEDO = color; | |
} |
a custom build version [3.0 (98a329)]
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wath godot version you use?