2024-01-29 00:54:18 +01:00
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#version 430 core
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2024-01-29 19:41:22 +01:00
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uniform float u_time;
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out vec4 outColor;
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in vec2 vtc;
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in vec3 worldPos;
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vec2 u_resolution = vec2(1024, 1024);
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// Based on Morgan McGuire @morgan3d
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// https://www.shadertoy.com/view/4dS3Wd
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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// Four corners in 2D of a tile
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f * f * (3.0 - 2.0 * f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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#define OCTAVES 6
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float fbm (in vec2 st) {
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// Initial values
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float value = 0.0;
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float amplitude = .5;
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float frequency = 0.;
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//
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// Loop of octaves
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for (int i = 0; i < OCTAVES; i++) {
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value += amplitude * noise(st);
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st *= 2.;
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amplitude *= .5;
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}
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return value;
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}
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void main() {
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2024-02-03 14:34:57 +01:00
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/*
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2024-01-29 19:41:22 +01:00
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vec2 st = vtc;
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2024-02-03 14:34:57 +01:00
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float cloudIntensity = 15.0;
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2024-01-29 19:41:22 +01:00
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2024-02-03 14:34:57 +01:00
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// Efekt lustrzanego odbicia
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vec2 mirroredSt = vec2(1.0 - st.x, st.y);
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mirroredSt.x += u_time * 0.07;
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vec3 mirroredColor = vec3(0.0);
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mirroredColor += fbm(mirroredSt * cloudIntensity);
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st.x -= u_time * 0.07;
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// Efekt oryginalny
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2024-01-29 19:41:22 +01:00
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vec3 color = vec3(0.0);
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2024-02-03 14:34:57 +01:00
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color += fbm(st * cloudIntensity);
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2024-01-29 19:41:22 +01:00
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2024-02-03 14:34:57 +01:00
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// Dodaj gradientowe mieszanie mi<6D>dzy orygina<6E>em a lustrzanym odbiciem
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float gradient = smoothstep(0.45, 0.55, st.x);
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vec3 finalColor = mix(color, mirroredColor, gradient);
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2024-01-29 19:41:22 +01:00
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2024-02-03 14:34:57 +01:00
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outColor = vec4(finalColor, 1.0);
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*/
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vec2 st = vtc;
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st.x -= u_time * 0.07;
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2024-01-29 19:41:22 +01:00
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2024-02-03 14:34:57 +01:00
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vec3 color = vec3(0.0);
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color += fbm(st*10.0);
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//vec3 mixedColor = mix(vec3(0.4), color, color.r);
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//color = mix(vec3(1.0), fbm(st*3.0), 0.1);
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outColor = vec4(color,1.0);
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}
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