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[require]
GLSL >= 1.40
[fragment shader]
#version 140
#extension GL_ARB_fragment_coord_conventions : require
layout(origin_upper_left) in vec4 gl_FragCoord;
uniform vec3 uedges_Stage1[1];
uniform vec2 ubaseFrequency_Stage2;
uniform float uz_Stage2;
uniform sampler2D uTextureSampler_0_Stage2;
uniform sampler2D uTextureSampler_1_Stage2;
noperspective in vec4 vcolor_Stage0;
noperspective in vec3 vTransformedCoords_0_Stage0;
vec3 fade_Stage2(vec3 t) {
return ((t * t) * t) * (t * (t * 6.0 - 15.0) + 10.0);
}
float perm_Stage2(float x) {
return texture(uTextureSampler_0_Stage2, vec2(fract(x / 256.0), 0.0)).x * 255.0;
}
float grad_Stage2(float x, vec3 p) {
return dot(texture(uTextureSampler_1_Stage2, vec2(fract(x / 16.0), 0.0)).xyz * 255.0 - vec3(1.0), p);
}
float lerp_Stage2(float a, float b, float w) {
return a + w * (b - a);
}
float noise_Stage2(vec3 p) {
vec3 P = mod(floor(p), 256.0);
p -= floor(p);
vec3 f = fade_Stage2(p);
float A = perm_Stage2(P.x) + P.y;
float AA = perm_Stage2(A) + P.z;
float AB = perm_Stage2(A + 1.0) + P.z;
float B = perm_Stage2(P.x + 1.0) + P.y;
float BA = perm_Stage2(B) + P.z;
float BB = perm_Stage2(B + 1.0) + P.z;
float result = lerp_Stage2(lerp_Stage2(lerp_Stage2(grad_Stage2(perm_Stage2(AA), p), grad_Stage2(perm_Stage2(BA), p + vec3(-1.0, 0.0, 0.0)), f.x), lerp_Stage2(grad_Stage2(perm_Stage2(AB), p + vec3(0.0, -1.0, 0.0)), grad_Stage2(perm_Stage2(BB), p + vec3(-1.0, -1.0, 0.0)), f.x), f.y), lerp_Stage2(lerp_Stage2(grad_Stage2(perm_Stage2(AA + 1.0), p + vec3(0.0, 0.0, -1.0)), grad_Stage2(perm_Stage2(BA + 1.0), p + vec3(-1.0, 0.0, -1.0)), f.x), lerp_Stage2(grad_Stage2(perm_Stage2(AB + 1.0), p + vec3(0.0, -1.0, -1.0)), grad_Stage2(perm_Stage2(BB + 1.0), p + vec3(-1.0, -1.0, -1.0)), f.x), f.y), f.z);
return result;
}
float noiseOctaves_Stage2(vec3 p) {
float result = 0.0;
float ratio = 1.0;
for (float i = 0.0;i < 7.0; i++) {
result += noise_Stage2(p) / ratio;
p *= 2.0;
ratio *= 2.0;
}
return (result + 1.0) / 2.0;
}
void main() {
{
float alpha = 1.0;
float edge;
edge = dot(uedges_Stage1[0], vec3(gl_FragCoord.x, gl_FragCoord.y, 1.0));
edge = edge >= 0.5 ? 1.0 : 0.0;
alpha *= edge;
alpha = 1.0 - alpha;
}
vec4 output_Stage2;
{
vec2 vTransformedCoords_0_Stage0_ensure2D = vTransformedCoords_0_Stage0.xy / vTransformedCoords_0_Stage0.z;
vec2 coords = vTransformedCoords_0_Stage0_ensure2D * ubaseFrequency_Stage2;
float r = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
float g = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
float b = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
float a = noiseOctaves_Stage2(vec3(coords, uz_Stage2));
output_Stage2 = vec4(r, g, b, a);
output_Stage2 = clamp(output_Stage2, 0.0, 1.0);
output_Stage2 = vec4(output_Stage2.xyz * output_Stage2.www, output_Stage2.w);
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uViewM_Stage0;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 inPosition;
in vec4 inColor;
noperspective out vec4 vcolor_Stage0;
noperspective out vec3 vTransformedCoords_0_Stage0;
void main() {
vec4 color = inColor;
vcolor_Stage0 = color;
vec2 pos2 = (uViewM_Stage0 * vec3(inPosition, 1.0)).xy;
vTransformedCoords_0_Stage0 = uCoordTransformMatrix_0_Stage0 * vec3(inPosition, 1.0);
gl_Position = vec4(pos2.x, pos2.y, 0.0, 1.0);
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
}
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