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https://github.com/libretro/RetroArch
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Revert "New ribbon noise. Will have to be ported to GLSL modern, Vulkan and Cg"
This reverts commit 1fa5b66a23cd38514b6f5e8322cfd43c291e2f88.
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@ -5,131 +5,46 @@ static const char *stock_vertex_xmb_legacy = GLSL(
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uniform float time;
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varying vec3 fragVertexEc;
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : stegu
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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// https://github.com/stegu/webgl-noise
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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float iqhash( float n )
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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return fract(sin(n)*43758.5453);
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}
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float snoise(vec3 v)
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float noise( vec3 x )
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
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mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
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mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
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mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
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}
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float xmb_noise2( vec3 x )
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{
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return cos(x.z * 4.0) * cos(x.z + time/10.0 + x.x);
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return cos((x.z*1.0)*2.0);
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}
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void main()
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{
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vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
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vec3 v2 = v;
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vec3 v3 = v;
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vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
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vec3 v2 = v;
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vec3 v3 = v;
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v.y = xmb_noise2(v2)/8.0;
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v.y = xmb_noise2(v2)/6.0;
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v3.x = v3.x + time/5.0;
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v3.x = v3.x / 4.0;
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v3.x = v3.x + time/5.0;
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v3.x = v3.x / 2.0;
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v3.z = v3.z + time/10.0;
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v3.y = v3.y + time/100.0;
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v3.z = v3.z + time/10.0;
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v3.y = v3.y + time/100.0;
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v.z = v.z + snoise(v3*2.2)/15.0;
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v.y = v.y + snoise(v3*2.2)/15.0 + cos(v.x*2.0-time/2.0)/5.0 - 0.3;
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v.z = v.z + noise(v3*7.0)/15.0;
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v.y = v.y + noise(v3*7.0)/15.0 + cos(v.x*2.0-time/5.0)/5.0 - 0.3;
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gl_Position = vec4(v, 1.0);
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fragVertexEc = gl_Position.xyz;
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gl_Position = vec4(v, 1.0);
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fragVertexEc = gl_Position.xyz;
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}
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);
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@ -3,131 +3,31 @@
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static const char *stock_vertex_xmb_simple_legacy = GLSL(
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attribute vec3 VertexCoord;
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uniform float time;
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : stegu
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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// https://github.com/stegu/webgl-noise
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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float iqhash( float n )
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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return fract(sin(n)*43758.5453);
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}
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float snoise(vec3 v)
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float noise( vec3 x )
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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float xmb_noise2( vec3 x )
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{
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return cos(x.z * 4.0) * cos(x.z + time/10.0 + x.x);
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return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
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mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
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mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
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mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
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}
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void main()
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{
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vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
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vec3 v2 = v;
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vec3 v3 = v;
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v.y = xmb_noise2(v2)/8.0;
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v3.x = v3.x + time/5.0;
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v3.x = v3.x / 4.0;
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v3.z = v3.z + time/10.0;
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v3.y = v3.y + time/100.0;
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v.z = v.z + snoise(v3*2.2)/15.0;
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v.y = v.y + snoise(v3*2.2)/15.0 + cos(v.x*2.0-time/2.0)/5.0 - 0.3;
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gl_Position = vec4(v, 1.0);
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vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
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vec3 v2 = v;
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v2.x = v2.x + time/2.0;
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v2.z = v.z * 3.0;
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v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;
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gl_Position = vec4(v, 1.0);
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}
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);
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