1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
[require]
GLSL >= 1.40
[fragment shader]
#version 140
out vec4 sk_FragColor;
uniform vec2 ubaseFrequency_Stage1_c0_c0;
uniform vec2 ustitchData_Stage1_c0_c0;
uniform sampler2D uTextureSampler_0_Stage1;
uniform sampler2D uTextureSampler_1_Stage1;
noperspective in vec2 vTransformedCoords_0_Stage0;
flat in vec4 vcolor_Stage0;
float perlinnoise_Stage1_c0_c0(float chanCoord, vec2 noiseVec, vec2 stitchData) {
vec4 floorVal;
floorVal.xy = floor(noiseVec);
floorVal.zw = floorVal.xy + vec2(1.0);
vec2 fractVal = fract(noiseVec);
vec2 noiseSmooth = (fractVal * fractVal) * (vec2(3.0) - vec2(2.0) * fractVal);
if (floorVal.x >= stitchData.x) {
floorVal.x -= stitchData.x;
}
if (floorVal.y >= stitchData.y) {
floorVal.y -= stitchData.y;
}
if (floorVal.z >= stitchData.x) {
floorVal.z -= stitchData.x;
}
if (floorVal.w >= stitchData.y) {
floorVal.w -= stitchData.y;
}
floorVal = fract(floor(mod(floorVal, 256.0)) / vec4(256.0));
vec2 latticeIdx;
latticeIdx.x = texture(uTextureSampler_0_Stage1, vec2(floorVal.x, 0.5)).x;
latticeIdx.y = texture(uTextureSampler_0_Stage1, vec2(floorVal.z, 0.5)).x;
vec4 bcoords = fract(latticeIdx.xyxy + floorVal.yyww);
vec2 uv;
vec4 lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.x, chanCoord)).zyxw;
uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
fractVal.x -= 1.0;
lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.y, chanCoord)).zyxw;
uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
vec2 ab;
ab.x = mix(uv.x, uv.y, noiseSmooth.x);
fractVal.y -= 1.0;
lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.w, chanCoord)).zyxw;
uv.y = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
fractVal.x += 1.0;
lattice = texture(uTextureSampler_1_Stage1, vec2(bcoords.z, chanCoord)).zyxw;
uv.x = dot((lattice.yw + lattice.xz * vec2(0.00390625)) * vec2(2.0) - vec2(1.0), fractVal);
ab.y = mix(uv.x, uv.y, noiseSmooth.x);
return mix(ab.x, ab.y, noiseSmooth.y);
}
vec4 PerlinNoise_Stage1_c0_c0(vec4 _input) {
vec4 _output;
vec2 noiseVec = floor(vTransformedCoords_0_Stage0) * ubaseFrequency_Stage1_c0_c0;
_output = vec4(0.0);
vec2 stitchData = ustitchData_Stage1_c0_c0;
float ratio = 1.0;
for (int octave = 0;octave < 1; ++octave) {
_output += vec4(perlinnoise_Stage1_c0_c0(0.125, noiseVec, stitchData), perlinnoise_Stage1_c0_c0(0.375, noiseVec, stitchData), perlinnoise_Stage1_c0_c0(0.625, noiseVec, stitchData), perlinnoise_Stage1_c0_c0(0.875, noiseVec, stitchData)) * ratio;
noiseVec *= vec2(2.0);
ratio *= 0.5;
stitchData *= vec2(2.0);
}
_output = _output * vec4(0.5) + vec4(0.5);
_output = clamp(_output, 0.0, 1.0);
_output = vec4(_output.xyz * _output.www, _output.w);
return _output;
}
vec4 blend_src_in(vec4 src, vec4 dst) {
return src * dst.w;
}
vec4 blend_dst_in(vec4 src, vec4 dst) {
return blend_src_in(dst, src);
}
void main() {
vec4 outputColor_Stage0;
{
outputColor_Stage0 = vcolor_Stage0;
}
vec4 output_Stage1;
{
output_Stage1 = blend_dst_in(outputColor_Stage0, PerlinNoise_Stage1_c0_c0(vec4(1.0)));
}
{
sk_FragColor = output_Stage1;
}
}
[vertex shader]
#version 140
uniform vec4 sk_RTAdjust;
uniform mat3 uCoordTransformMatrix_0_Stage0;
in vec2 position;
in vec4 color;
in vec2 localCoord;
noperspective out vec2 vTransformedCoords_0_Stage0;
flat out vec4 vcolor_Stage0;
void main() {
vTransformedCoords_0_Stage0 = (uCoordTransformMatrix_0_Stage0 * vec3(localCoord, 1.0)).xy;
vcolor_Stage0 = color;
gl_Position = vec4(position.x, position.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);
}
|