diff --git a/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h b/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h index df61461af8..23cd94e70d 100644 --- a/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h +++ b/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon.glsl.vert.h @@ -5,46 +5,131 @@ static const char *stock_vertex_xmb_legacy = GLSL( uniform float time; varying vec3 fragVertexEc; - float iqhash( float n ) - { - return fract(sin(n)*43758.5453); + // Description : Array and textureless GLSL 2D/3D/4D simplex + // noise functions. + // Author : Ian McEwan, Ashima Arts. + // Maintainer : stegu + // 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 + // https://github.com/stegu/webgl-noise + + vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; } - float noise( vec3 x ) + 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) { - vec3 p = floor(x); - vec3 f = fract(x); - f = f*f*(3.0-2.0*f); - float n = p.x + p.y*57.0 + 113.0*p.z; - return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x), - mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y), - mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x), - mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z); + 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) ) ); } float xmb_noise2( vec3 x ) { - return cos((x.z*1.0)*2.0); + return cos(x.z * 4.0) * cos(x.z + time/10.0 + x.x); } void main() { - vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y); - vec3 v2 = v; - vec3 v3 = v; + vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y); + vec3 v2 = v; + vec3 v3 = v; - v.y = xmb_noise2(v2)/6.0; + v.y = xmb_noise2(v2)/8.0; - v3.x = v3.x + time/5.0; - v3.x = v3.x / 2.0; + v3.x = v3.x + time/5.0; + v3.x = v3.x / 4.0; - v3.z = v3.z + time/10.0; - v3.y = v3.y + time/100.0; + v3.z = v3.z + time/10.0; + v3.y = v3.y + time/100.0; - v.z = v.z + noise(v3*7.0)/15.0; - v.y = v.y + noise(v3*7.0)/15.0 + cos(v.x*2.0-time/5.0)/5.0 - 0.3; + v.z = v.z + snoise(v3*2.2)/15.0; + v.y = v.y + snoise(v3*2.2)/15.0 + cos(v.x*2.0-time/2.0)/5.0 - 0.3; - gl_Position = vec4(v, 1.0); - fragVertexEc = gl_Position.xyz; + gl_Position = vec4(v, 1.0); + fragVertexEc = gl_Position.xyz; } ); diff --git a/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon_simple.glsl.vert.h b/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon_simple.glsl.vert.h index 1713451fd2..dcfe4f537d 100644 --- a/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon_simple.glsl.vert.h +++ b/gfx/drivers/gl_shaders/legacy_pipeline_xmb_ribbon_simple.glsl.vert.h @@ -3,31 +3,131 @@ static const char *stock_vertex_xmb_simple_legacy = GLSL( attribute vec3 VertexCoord; uniform float time; - float iqhash( float n ) - { - return fract(sin(n)*43758.5453); + + // Description : Array and textureless GLSL 2D/3D/4D simplex + // noise functions. + // Author : Ian McEwan, Ashima Arts. + // Maintainer : stegu + // 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 + // https://github.com/stegu/webgl-noise + + vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; } - float noise( vec3 x ) - { - vec3 p = floor(x); - vec3 f = fract(x); - f = f*f*(3.0-2.0*f); - float n = p.x + p.y*57.0 + 113.0*p.z; + vec4 mod289(vec4 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } - return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x), - mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y), - mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x), - mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z); + 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) ) ); + } + + float xmb_noise2( vec3 x ) + { + return cos(x.z * 4.0) * cos(x.z + time/10.0 + x.x); } void main() { - vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y); - vec3 v2 = v; - v2.x = v2.x + time/2.0; - v2.z = v.z * 3.0; - v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0; - gl_Position = vec4(v, 1.0); + vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y); + vec3 v2 = v; + vec3 v3 = v; + + v.y = xmb_noise2(v2)/8.0; + + v3.x = v3.x + time/5.0; + v3.x = v3.x / 4.0; + + v3.z = v3.z + time/10.0; + v3.y = v3.y + time/100.0; + + v.z = v.z + snoise(v3*2.2)/15.0; + v.y = v.y + snoise(v3*2.2)/15.0 + cos(v.x*2.0-time/2.0)/5.0 - 0.3; + + gl_Position = vec4(v, 1.0); } );