Working Simplex Noise shader with play-clj
| (ns pixmappery.core | |
| (:require [play-clj.core :refer :all] | |
| [play-clj.entities :as e] | |
| [play-clj.g2d :refer :all] | |
| [play-clj.ui :refer :all]) | |
| (:import [com.badlogic.gdx.graphics.g2d Batch SpriteBatch] | |
| [com.badlogic.gdx.graphics.glutils ShaderProgram])) | |
| (defn vert [] "attribute vec4 a_position; | |
| attribute vec4 a_color; | |
| attribute vec2 a_texCoord0; | |
| uniform mat4 u_projTrans; | |
| varying vec4 v_color; | |
| varying vec2 v_texCoords; | |
| uniform float u_frame; | |
| void main() | |
| { | |
| v_color = a_color; | |
| v_color.a = v_color.a * (256.0/255.0); | |
| v_texCoords = a_texCoord0; | |
| gl_Position = u_projTrans * a_position; | |
| }") | |
| (defn frag [] "varying vec4 v_color; | |
| varying vec2 v_texCoords; | |
| uniform sampler2D u_texture; | |
| uniform float u_frame; | |
| // | |
| // 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); | |
| // First corner | |
| vec3 i = floor(v + dot(v, C.yyy) ); | |
| vec3 x0 = v - i + dot(i, C.xxx) ; | |
| // Other corners | |
| 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 ); | |
| // x0 = x0 - 0.0 + 0.0 * C.xxx; | |
| // x1 = x0 - i1 + 1.0 * C.xxx; | |
| // x2 = x0 - i2 + 2.0 * C.xxx; | |
| // x3 = x0 - 1.0 + 3.0 * C.xxx; | |
| vec3 x1 = x0 - i1 + C.xxx; | |
| vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | |
| vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | |
| // Permutations | |
| 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 )); | |
| // Gradients: 7x7 points over a square, mapped onto an octahedron. | |
| // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | |
| 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 = vec4(lessThan(b0,0.0))*2.0 - 1.0; | |
| //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; | |
| 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); | |
| //Normalise gradients | |
| 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; | |
| // Mix final noise value | |
| 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) ) ); | |
| } | |
| void main() | |
| { | |
| // float simped = snoise(v_texCoords * (2.0 + u_frame)); | |
| vec3 v_texCoord3D = vec3(v_texCoords, 0.0); | |
| vec3 uvw = v_texCoord3D + 0.1*vec3(snoise(v_texCoord3D + vec3(0.0, 0.0, u_frame)), | |
| snoise(v_texCoord3D + vec3(43.0, 17.0, u_frame)), | |
| snoise(v_texCoord3D + vec3(-17.0, -43.0, u_frame))); | |
| float n = snoise(uvw - vec3(0.0, 0.0, u_frame)); | |
| n += 0.5 * snoise(uvw * 2.0 - vec3(0.0, 0.0, u_frame*1.4)); | |
| n += 0.25 * snoise(uvw * 4.0 - vec3(0.0, 0.0, u_frame*2.0)); | |
| n += 0.125 * snoise(uvw * 8.0 - vec3(0.0, 0.0, u_frame*2.8)); | |
| n += 0.0625 * snoise(uvw * 16.0 - vec3(0.0, 0.0, u_frame*4.0)); | |
| n += 0.03125 * snoise(uvw * 32.0 - vec3(0.0, 0.0, u_frame*5.6)); | |
| n = n * 0.7; | |
| gl_FragColor = vec4(vec3(1.0, 0.5, 0.0) + vec3(n, n, n), 1.0); | |
| // gl_FragColor = vec4(0.5 + 0.5 * vec3(simped, simped, simped), 1.0); | |
| } | |
| ") | |
| (def atm (atom 0)) | |
| (defscreen main-screen | |
| :on-show | |
| (fn [screen entities] | |
| (set! ShaderProgram/pedantic false) | |
| (def shader (let [s (ShaderProgram. (vert) (frag))] (println (.getLog s)) s)) | |
| (update! screen :renderer (stage)) | |
| (texture "box.png") | |
| ) | |
| :on-render | |
| (fn [screen entities] | |
| (clear!) | |
| (swap! atm inc) | |
| (.setShader (.getBatch (:renderer screen)) shader) | |
| ;(.setColor (.getBatch (:renderer screen)) 1.0 1.0 1.0 1.0) | |
| (let [^Batch batch (.getBatch (:renderer screen))] | |
| (.begin batch) | |
| (.setUniformf shader "u_frame" (float (* @atm 0.01))) | |
| (doseq [entity entities] | |
| (e/draw! entity screen batch)) | |
| (.end batch)) | |
| (graphics! :set-title (str "Simplex Demo at " (game :fps) " FPS")) | |
| entities)) | |
| (defgame pixmappery | |
| :on-create | |
| (fn [this] | |
| (set-screen! this main-screen))) |
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