PlanetEditor/grk/cw 6/shaders/shader_smap.frag

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#version 430 core
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float PI = 3.14159f;
uniform sampler2D colorTexture;
uniform float exposition;
in vec3 vecNormal;
in vec3 worldPos;
in vec2 vtc;
out vec4 outColor;
in vec3 viewDirTS;
in vec3 lightDirTS;
in vec3 sunDirTS;
uniform float u_time;
float pi = 3.14159;
// 2D Random
float random (in vec2 st) {
return fract(sin(dot(st.xy,
vec2(12.9898,78.233)))
* 43758.5453123);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
vec2 randA = vec2(a *2.0 *pi);
vec2 randB = vec2(b *2.0 *pi);
vec2 randC = vec2(c *2.0 *pi);
vec2 randD = vec2(d *2.0 *pi);
vec2 offsetA = a-st;
vec2 offsetB = b-st;
vec2 offsetC = c-st;
vec2 offsetD = d-st;
offsetA = offsetA*randA;
offsetB = offsetB*randB;
offsetC = offsetC*randC;
offsetD = offsetD*randD;
float resA = smoothstep(offsetA.x,offsetA.y, f.y);
float resB = smoothstep(offsetB.x,offsetB.y, f.y);
float resC = smoothstep(offsetC.x,offsetC.y, f.y);
float resD = smoothstep(offsetD.x,offsetD.y, f.y);
vec2 u = smoothstep(0.,1.,f);
float ab= mix(a, b, u.x);
float cd = mix(c, d, u.x);
return mix(ab,cd,u.y);
}
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void main()
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{
vec2 st = vtc;
vec2 pos = vec2(st*3.776);
// Use the noise function
float n = 1.836 * 0.676*noise(pos*2.576);
n = smoothstep(-0.096, 1.176, n);
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outColor = vec4(vec3(n), 1);
}