1 | #version 120
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2 |
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3 | //uniform sampler2D nv_t_diffuse;
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4 | uniform vec4 light_diffuse;
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5 | uniform vec4 light_specular;
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6 |
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7 | //varying vec2 v_texcoord;
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8 | //varying vec3 v_normal;
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9 | //varying vec3 v_light_vector;
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10 | //varying vec3 v_view_vector;
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11 | varying vec3 v_world_pos;
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12 | varying vec3 v_camera_loc;
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13 | varying vec3 v_light_loc;
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14 | uniform vec3 center;
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15 | uniform float radius;
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16 | uniform mat4 nv_m_mvp;
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17 |
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18 | vec3 mod289(vec3 x) {
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19 | return x - floor(x * (1.0 / 289.0)) * 289.0;
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20 | }
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21 |
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22 | vec4 mod289(vec4 x) {
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23 | return x - floor(x * (1.0 / 289.0)) * 289.0;
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24 | }
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25 |
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26 | vec4 permute(vec4 x) {
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27 | return mod289(((x*34.0)+1.0)*x);
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28 | }
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29 |
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30 | vec4 taylorInvSqrt(vec4 r)
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31 | {
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32 | return 1.79284291400159 - 0.85373472095314 * r;
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33 | }
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34 |
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35 | #define jitter 1.0 // smaller jitter gives more regular pattern
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36 |
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37 | float snoise(vec3 v)
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38 | {
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39 | const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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40 | const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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41 |
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42 | // First corner
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43 | vec3 i = floor(v + dot(v, C.yyy) );
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44 | vec3 x0 = v - i + dot(i, C.xxx) ;
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45 |
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46 | // Other corners
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47 | vec3 g = step(x0.yzx, x0.xyz);
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48 | vec3 l = 1.0 - g;
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49 | vec3 i1 = min( g.xyz, l.zxy );
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50 | vec3 i2 = max( g.xyz, l.zxy );
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51 |
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52 | // x0 = x0 - 0.0 + 0.0 * C.xxx;
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53 | // x1 = x0 - i1 + 1.0 * C.xxx;
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54 | // x2 = x0 - i2 + 2.0 * C.xxx;
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55 | // x3 = x0 - 1.0 + 3.0 * C.xxx;
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56 | vec3 x1 = x0 - i1 + C.xxx;
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57 | vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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58 | vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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59 |
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60 | // Permutations
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61 | i = mod289(i);
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62 | vec4 p = permute( permute( permute(
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63 | i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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64 | + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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65 | + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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66 |
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67 | // Gradients: 7x7 points over a square, mapped onto an octahedron.
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68 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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69 | float n_ = 0.142857142857; // 1.0/7.0
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70 | vec3 ns = n_ * D.wyz - D.xzx;
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71 |
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72 | vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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73 |
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74 | vec4 x_ = floor(j * ns.z);
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75 | vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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76 |
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77 | vec4 x = x_ *ns.x + ns.yyyy;
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78 | vec4 y = y_ *ns.x + ns.yyyy;
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79 | vec4 h = 1.0 - abs(x) - abs(y);
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80 |
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81 | vec4 b0 = vec4( x.xy, y.xy );
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82 | vec4 b1 = vec4( x.zw, y.zw );
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83 |
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84 | //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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85 | //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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86 | vec4 s0 = floor(b0)*2.0 + 1.0;
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87 | vec4 s1 = floor(b1)*2.0 + 1.0;
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88 | vec4 sh = -step(h, vec4(0.0));
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89 |
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90 | vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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91 | vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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92 |
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93 | vec3 p0 = vec3(a0.xy,h.x);
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94 | vec3 p1 = vec3(a0.zw,h.y);
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95 | vec3 p2 = vec3(a1.xy,h.z);
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96 | vec3 p3 = vec3(a1.zw,h.w);
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97 |
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98 | //Normalise gradients
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99 | vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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100 | p0 *= norm.x;
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101 | p1 *= norm.y;
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102 | p2 *= norm.z;
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103 | p3 *= norm.w;
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104 |
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105 | // Mix final noise value
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106 | vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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107 | m = m * m;
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108 | return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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109 | dot(p2,x2), dot(p3,x3) ) );
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110 | }
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111 |
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112 | // Permutation polynomial: (34x^2 + x) mod 289
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113 | vec3 permute(vec3 x) {
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114 | return mod((34.0 * x + 1.0) * x, 289.0);
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115 | }
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116 |
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117 | #define jitter2x2x2 0.8 // smaller jitter gives less errors in F2
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118 |
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119 | vec2 cellular(vec3 P) {
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120 | #define K 0.142857142857 // 1/7
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121 | #define Ko 0.428571428571 // 1/2-K/2
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122 | #define K2 0.020408163265306 // 1/(7*7)
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123 | #define Kz 0.166666666667 // 1/6
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124 | #define Kzo 0.416666666667 // 1/2-1/6*2
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125 |
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126 | vec3 Pi = mod(floor(P), 289.0);
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127 | vec3 Pf = fract(P) - 0.5;
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128 |
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129 | vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);
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130 | vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);
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131 | vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);
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132 |
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133 | vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));
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134 | vec3 p1 = permute(p + Pi.y - 1.0);
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135 | vec3 p2 = permute(p + Pi.y);
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136 | vec3 p3 = permute(p + Pi.y + 1.0);
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137 |
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138 | vec3 p11 = permute(p1 + Pi.z - 1.0);
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139 | vec3 p12 = permute(p1 + Pi.z);
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140 | vec3 p13 = permute(p1 + Pi.z + 1.0);
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141 |
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142 | vec3 p21 = permute(p2 + Pi.z - 1.0);
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143 | vec3 p22 = permute(p2 + Pi.z);
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144 | vec3 p23 = permute(p2 + Pi.z + 1.0);
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145 |
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146 | vec3 p31 = permute(p3 + Pi.z - 1.0);
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147 | vec3 p32 = permute(p3 + Pi.z);
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148 | vec3 p33 = permute(p3 + Pi.z + 1.0);
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149 |
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150 | vec3 ox11 = fract(p11*K) - Ko;
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151 | vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko;
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152 | vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed
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153 |
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154 | vec3 ox12 = fract(p12*K) - Ko;
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155 | vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko;
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156 | vec3 oz12 = floor(p12*K2)*Kz - Kzo;
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157 |
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158 | vec3 ox13 = fract(p13*K) - Ko;
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159 | vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko;
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160 | vec3 oz13 = floor(p13*K2)*Kz - Kzo;
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161 |
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162 | vec3 ox21 = fract(p21*K) - Ko;
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163 | vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko;
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164 | vec3 oz21 = floor(p21*K2)*Kz - Kzo;
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165 |
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166 | vec3 ox22 = fract(p22*K) - Ko;
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167 | vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko;
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168 | vec3 oz22 = floor(p22*K2)*Kz - Kzo;
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169 |
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170 | vec3 ox23 = fract(p23*K) - Ko;
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171 | vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko;
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172 | vec3 oz23 = floor(p23*K2)*Kz - Kzo;
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173 |
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174 | vec3 ox31 = fract(p31*K) - Ko;
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175 | vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko;
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176 | vec3 oz31 = floor(p31*K2)*Kz - Kzo;
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177 |
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178 | vec3 ox32 = fract(p32*K) - Ko;
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179 | vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko;
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180 | vec3 oz32 = floor(p32*K2)*Kz - Kzo;
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181 |
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182 | vec3 ox33 = fract(p33*K) - Ko;
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183 | vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko;
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184 | vec3 oz33 = floor(p33*K2)*Kz - Kzo;
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185 |
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186 | vec3 dx11 = Pfx + jitter2x2x2*ox11;
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187 | vec3 dy11 = Pfy.x + jitter2x2x2*oy11;
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188 | vec3 dz11 = Pfz.x + jitter2x2x2*oz11;
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189 |
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190 | vec3 dx12 = Pfx + jitter2x2x2*ox12;
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191 | vec3 dy12 = Pfy.x + jitter2x2x2*oy12;
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192 | vec3 dz12 = Pfz.y + jitter2x2x2*oz12;
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193 |
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194 | vec3 dx13 = Pfx + jitter2x2x2*ox13;
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195 | vec3 dy13 = Pfy.x + jitter2x2x2*oy13;
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196 | vec3 dz13 = Pfz.z + jitter2x2x2*oz13;
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197 |
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198 | vec3 dx21 = Pfx + jitter2x2x2*ox21;
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199 | vec3 dy21 = Pfy.y + jitter2x2x2*oy21;
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200 | vec3 dz21 = Pfz.x + jitter2x2x2*oz21;
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201 |
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202 | vec3 dx22 = Pfx + jitter2x2x2*ox22;
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203 | vec3 dy22 = Pfy.y + jitter2x2x2*oy22;
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204 | vec3 dz22 = Pfz.y + jitter2x2x2*oz22;
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205 |
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206 | vec3 dx23 = Pfx + jitter2x2x2*ox23;
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207 | vec3 dy23 = Pfy.y + jitter2x2x2*oy23;
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208 | vec3 dz23 = Pfz.z + jitter2x2x2*oz23;
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209 |
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210 | vec3 dx31 = Pfx + jitter2x2x2*ox31;
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211 | vec3 dy31 = Pfy.z + jitter2x2x2*oy31;
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212 | vec3 dz31 = Pfz.x + jitter2x2x2*oz31;
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213 |
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214 | vec3 dx32 = Pfx + jitter2x2x2*ox32;
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215 | vec3 dy32 = Pfy.z + jitter2x2x2*oy32;
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216 | vec3 dz32 = Pfz.y + jitter2x2x2*oz32;
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217 |
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218 | vec3 dx33 = Pfx + jitter2x2x2*ox33;
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219 | vec3 dy33 = Pfy.z + jitter2x2x2*oy33;
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220 | vec3 dz33 = Pfz.z + jitter2x2x2*oz33;
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221 |
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222 | vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11;
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223 | vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12;
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224 | vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13;
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225 | vec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21;
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226 | vec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22;
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227 | vec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23;
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228 | vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31;
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229 | vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32;
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230 | vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33;
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231 |
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232 | // Sort out the two smallest distances (F1, F2)
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233 | #if 0
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234 | // Cheat and sort out only F1
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235 | vec3 d1 = min(min(d11,d12), d13);
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236 | vec3 d2 = min(min(d21,d22), d23);
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237 | vec3 d3 = min(min(d31,d32), d33);
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238 | vec3 d = min(min(d1,d2), d3);
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239 | d.x = min(min(d.x,d.y),d.z);
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240 | return sqrt(d.xx); // F1 duplicated, no F2 computed
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241 | #else
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242 | // Do it right and sort out both F1 and F2
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243 | vec3 d1a = min(d11, d12);
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244 | d12 = max(d11, d12);
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245 | d11 = min(d1a, d13); // Smallest now not in d12 or d13
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246 | d13 = max(d1a, d13);
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247 | d12 = min(d12, d13); // 2nd smallest now not in d13
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248 | vec3 d2a = min(d21, d22);
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249 | d22 = max(d21, d22);
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250 | d21 = min(d2a, d23); // Smallest now not in d22 or d23
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251 | d23 = max(d2a, d23);
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252 | d22 = min(d22, d23); // 2nd smallest now not in d23
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253 | vec3 d3a = min(d31, d32);
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254 | d32 = max(d31, d32);
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255 | d31 = min(d3a, d33); // Smallest now not in d32 or d33
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256 | d33 = max(d3a, d33);
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257 | d32 = min(d32, d33); // 2nd smallest now not in d33
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258 | vec3 da = min(d11, d21);
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259 | d21 = max(d11, d21);
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260 | d11 = min(da, d31); // Smallest now in d11
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261 | d31 = max(da, d31); // 2nd smallest now not in d31
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262 | d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx;
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263 | d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest
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264 | d12 = min(d12, d21); // 2nd smallest now not in d21
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265 | d12 = min(d12, d22); // nor in d22
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266 | d12 = min(d12, d31); // nor in d31
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267 | d12 = min(d12, d32); // nor in d32
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268 | d11.yz = min(d11.yz,d12.xy); // nor in d12.yz
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269 | d11.y = min(d11.y,d12.z); // Only two more to go
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270 | d11.y = min(d11.y,d11.z); // Done! (Phew!)
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271 | return sqrt(d11.xy); // F1, F2
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272 | #endif
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273 | }
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274 |
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275 | // Permutation polynomial: (34x^2 + x) mod 289
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276 | vec4 permute4(vec4 x) {
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277 | return mod((34.0 * x + 1.0) * x, 289.0);
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278 | }
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279 |
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280 | // Cellular noise, returning F1 and F2 in a vec2.
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281 | // Speeded up by using 2x2x2 search window instead of 3x3x3,
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282 | // at the expense of some pattern artifacts.
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283 | // F2 is often wrong and has sharp discontinuities.
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284 | // If you need a good F2, use the slower 3x3x3 version.
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285 | vec2 cellular2x2x2(vec3 P) {
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286 | #define K 0.142857142857 // 1/7
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287 | #define Ko 0.428571428571 // 1/2-K/2
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288 | #define K2 0.020408163265306 // 1/(7*7)
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289 | #define Kz 0.166666666667 // 1/6
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290 | #define Kzo 0.416666666667 // 1/2-1/6*2
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291 | vec3 Pi = mod(floor(P), 289.0);
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292 | vec3 Pf = fract(P);
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293 | vec4 Pfx = Pf.x + vec4(0.0, -1.0, 0.0, -1.0);
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294 | vec4 Pfy = Pf.y + vec4(0.0, 0.0, -1.0, -1.0);
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295 | vec4 p = permute4(Pi.x + vec4(0.0, 1.0, 0.0, 1.0));
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296 | p = permute4(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0));
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297 | vec4 p1 = permute4(p + Pi.z); // z+0
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298 | vec4 p2 = permute4(p + Pi.z + vec4(1.0)); // z+1
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299 | vec4 ox1 = fract(p1*K) - Ko;
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300 | vec4 oy1 = mod(floor(p1*K), 7.0)*K - Ko;
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301 | vec4 oz1 = floor(p1*K2)*Kz - Kzo; // p1 < 289 guaranteed
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302 | vec4 ox2 = fract(p2*K) - Ko;
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303 | vec4 oy2 = mod(floor(p2*K), 7.0)*K - Ko;
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304 | vec4 oz2 = floor(p2*K2)*Kz - Kzo;
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305 | vec4 dx1 = Pfx + jitter*ox1;
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306 | vec4 dy1 = Pfy + jitter*oy1;
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307 | vec4 dz1 = Pf.z + jitter*oz1;
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308 | vec4 dx2 = Pfx + jitter*ox2;
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309 | vec4 dy2 = Pfy + jitter*oy2;
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310 | vec4 dz2 = Pf.z - 1.0 + jitter*oz2;
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311 | vec4 d1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1; // z+0
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312 | vec4 d2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2; // z+1
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313 |
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314 | // Sort out the two smallest distances (F1, F2)
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315 | #if 0
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316 | // Cheat and sort out only F1
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317 | d1 = min(d1, d2);
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318 | d1.xy = min(d1.xy, d1.wz);
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319 | d1.x = min(d1.x, d1.y);
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320 | return sqrt(d1.xx);
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321 | #else
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322 | // Do it right and sort out both F1 and F2
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323 | vec4 d = min(d1,d2); // F1 is now in d
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324 | d2 = max(d1,d2); // Make sure we keep all candidates for F2
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325 | d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap smallest to d.x
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326 | d.xz = (d.x < d.z) ? d.xz : d.zx;
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327 | d.xw = (d.x < d.w) ? d.xw : d.wx; // F1 is now in d.x
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328 | d.yzw = min(d.yzw, d2.yzw); // F2 now not in d2.yzw
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329 | d.y = min(d.y, d.z); // nor in d.z
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330 | d.y = min(d.y, d.w); // nor in d.w
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331 | d.y = min(d.y, d2.x); // F2 is now in d.y
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332 | return sqrt(d.xy); // F1 and F2
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333 | #endif
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334 | }
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335 |
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336 | float fbm_map( vec3 position )
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337 | {
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338 | // float frequency = 1.0;
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339 | // float lacunarity = 2.0;
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340 | // float gain = 0.5;
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341 | float fbm=snoise(1.0*position)
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342 | + 0.5*snoise(2.0*position)
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343 | + 0.25*snoise(4.0*position)
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344 | + 0.125*snoise(8.0*position)
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345 | + 0.0625*snoise(16.0*position)
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346 | ;
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347 | return fbm;
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348 | }
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349 |
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350 | float crater_map( vec3 position, float cutoff, float inset )
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351 | {
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352 | vec2 value = cellular2x2x2( position ); // 0..1
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353 | float factor = smoothstep( 0.0, cutoff, value.x );
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354 | float rmaxabs = 1.0 / max( 1.0 - inset, inset );
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355 | return 1.0 - smoothstep( -0.05, 1.0, abs( factor - inset ) * rmaxabs );
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356 | }
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357 |
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358 | float height_map( vec3 position )
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359 | {
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360 | float crater1 = crater_map( 3*position, 0.5, 0.5 );
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361 | float crater2 = crater_map( 1.7*position, 0.5, 0.8 );
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362 | float crater = 0.7 * crater2 + 0.3 * crater1;
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363 | float fbm = ( fbm_map( 6*position ) + 1.0 ) / 2.0;
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364 | //fbm = 1.0;
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365 | return 1.5*crater*(0.15*fbm+0.85) + fbm * 0.2;
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366 | }
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367 |
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368 | vec3 color_map( vec3 position, float h )
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369 | {
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370 | float fbm = ( fbm_map( 2*position ) + 1.0 ) / 2.0;
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371 | //fbm = 1.0;
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372 | return (fbm*0.5 + 0.5)*vec3(0.9,0.9,1.0);
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373 | }
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374 |
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375 | vec3 self_ilum_map( vec3 position, float h )
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376 | {
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377 | // float test = fbm_map( 8*position );
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378 | // float test = crater_map( 1.7*position, 0.5, 0.8 );
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379 | // if ( test < -1.0 )
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380 | // return vec3(1.0,0.0,0.0);
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381 | // if ( test > 1.2 )
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382 | // return vec3(0.0,1.0,0.0);
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383 | return vec3(0.0,0.0,0.0);
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384 | }
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385 |
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386 | float specular_map( vec3 position, float h )
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387 | {
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388 | return 0.2*h;
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389 | }
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390 |
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391 | vec3 normal_map( vec3 position, vec3 normal, vec3 tangent, vec3 bitangent )
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392 | {
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393 | float step = 0.001;
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394 | float ystep = 0.1;
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395 | vec3 n = ystep * normal;
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396 | vec3 t = step * tangent;
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397 | vec3 b = step * bitangent;
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398 | vec3 prev_x = position - t;
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399 | vec3 prev_z = position - b;
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400 | vec3 next_x = position + t;
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401 | vec3 next_z = position + b;
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402 | float px = height_map( prev_x );
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403 | float nx = height_map( next_x );
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404 | float pz = height_map( prev_z );
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405 | float nz = height_map( next_z );
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406 | prev_x += px * n;
|
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407 | prev_z += pz * n;
|
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408 | next_x += nx * n;
|
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409 | next_z += nz * n;
|
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410 | vec3 nt = next_x - prev_x;
|
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411 | vec3 nb = next_z - prev_z;
|
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412 | return normalize( cross( nt, nb ) );
|
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413 | }
|
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414 |
|
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415 |
|
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416 | float world_depth( vec3 world_pos )
|
---|
417 | {
|
---|
418 | vec4 v = nv_m_mvp * vec4( world_pos, 1.0 );
|
---|
419 | v.z /= v.w;
|
---|
420 | v.z = ( v.z + 1.0 ) * 0.5;
|
---|
421 | return v.z;
|
---|
422 | }
|
---|
423 |
|
---|
424 | vec4 sphere_isect( vec3 origin, vec3 ray, vec3 center, float r2 )
|
---|
425 | {
|
---|
426 | vec3 sd = center - origin;
|
---|
427 | float b = dot( ray, sd );
|
---|
428 | float disc = b*b + r2 - dot(sd,sd);
|
---|
429 | if ( disc > 0.0 )
|
---|
430 | {
|
---|
431 | float tnow = b - sqrt(disc);
|
---|
432 | return vec4( origin + tnow * ray, tnow );
|
---|
433 | }
|
---|
434 | return vec4(0,0,0,0);
|
---|
435 | }
|
---|
436 |
|
---|
437 | // Minnaert limb darkening diffuse term
|
---|
438 | float minnaert( vec3 L, vec3 Nf, float k) {
|
---|
439 | float ndotl = max( 0.0, dot(L, Nf));
|
---|
440 | return pow( ndotl, k);
|
---|
441 | }
|
---|
442 |
|
---|
443 | // Ward isotropic specular term
|
---|
444 | float wardiso( vec3 Nf, vec3 Ln, vec3 Hn, float roughness, float ndotv ) {
|
---|
445 | float ndoth = dot( Nf, Hn);
|
---|
446 | float ndotl = dot( Nf, Ln);
|
---|
447 | float tandelta = tan( acos(ndoth));
|
---|
448 | return exp( -( pow( tandelta, 2.0) / pow( roughness, 2.0)))
|
---|
449 | * (1.0 / sqrt( ndotl * ndotv ))
|
---|
450 | * (1.0 / (4.0 * pow( roughness, 2.0)));
|
---|
451 | }
|
---|
452 |
|
---|
453 | float schlick( vec3 Nf, vec3 Vf, float ior, float ndotv ) {
|
---|
454 | float kr = (ior-1.0)/(ior+1.0);
|
---|
455 | kr *= kr;
|
---|
456 | return kr + (1.0-kr)*pow( 1.0 - ndotv, 5.0);
|
---|
457 | }
|
---|
458 |
|
---|
459 | void main(void) {
|
---|
460 | vec3 view_vector = normalize( v_world_pos - v_camera_loc );
|
---|
461 | vec4 inter = sphere_isect( v_camera_loc, view_vector, center, radius*radius );
|
---|
462 | //float height = height_map( inter.xyz );
|
---|
463 | //vec3 position = inter.xyz + height*0.1*inter.xyz;
|
---|
464 | vec3 position = inter.xyz;
|
---|
465 | float height = height_map( position );
|
---|
466 | vec3 light_vector = normalize( position - v_light_loc );
|
---|
467 | view_vector = normalize( position - v_camera_loc );
|
---|
468 | vec3 normal = normalize( position - center );
|
---|
469 | vec3 tangent = normalize( cross( normal, vec3(0.0,1.0,0.0) ) );
|
---|
470 | vec3 bitangent = cross( normal, tangent );
|
---|
471 |
|
---|
472 | normal = normal_map( position, normal, tangent, bitangent );
|
---|
473 | tangent = normalize( cross( normal, vec3(0.0,1.0,0.0) ) );
|
---|
474 | bitangent = cross( normal, tangent );
|
---|
475 |
|
---|
476 | //vec3 diff_texel = vec3( texture2D( nv_t_diffuse, v_texcoord ) );
|
---|
477 | vec3 diff_texel = color_map( position, height );
|
---|
478 | float specular_amount = specular_map( position, height );
|
---|
479 | vec3 self_ilum_color = self_ilum_map( position, height );
|
---|
480 | vec3 ambient_color = vec3 (0.1, 0.1, 0.1);
|
---|
481 | float diffuse_amount = 1.0 - specular_amount;
|
---|
482 |
|
---|
483 | vec3 reflect_vector = reflect( light_vector, normal );
|
---|
484 | float dot_prod_specular = dot( reflect_vector, -view_vector );
|
---|
485 | float dot_prod_diffuse = dot( -light_vector, normal );
|
---|
486 |
|
---|
487 | float diffuse_factor = max( dot_prod_diffuse, 0.0 );
|
---|
488 | float specular_factor = pow( max( dot_prod_specular, 0.0 ), 16.0 ); // 100.0
|
---|
489 |
|
---|
490 | float final_diffuse = diffuse_amount * diffuse_factor;
|
---|
491 | float final_specular = specular_amount * specular_factor;
|
---|
492 |
|
---|
493 |
|
---|
494 | vec3 N = normalize(normal);
|
---|
495 | vec3 V = normalize(view_vector);
|
---|
496 | vec3 L = normalize(-light_vector);
|
---|
497 | vec3 Vf = -V;
|
---|
498 | float ndotv = dot(N, Vf);
|
---|
499 | vec3 H = normalize(L+Vf);
|
---|
500 |
|
---|
501 | final_diffuse = minnaert( L, N, 1.5) * diffuse_factor;
|
---|
502 | //float fresnel = schlick( N, V, 0.1, ndotv);
|
---|
503 | //final_specular = wardiso( N, L, H, 0.1, ndotv) * fresnel;
|
---|
504 |
|
---|
505 | vec3 diffuse_color = light_diffuse.xyz * final_diffuse * diff_texel;
|
---|
506 | vec3 specular_color = light_specular.xyz * final_specular * diff_texel;
|
---|
507 |
|
---|
508 | if ( inter.w < 0.0 || inter.w > 0.0 )
|
---|
509 | gl_FragColor = vec4( max( self_ilum_color, diffuse_color + specular_color + ambient_color ), 1.0 );
|
---|
510 | else
|
---|
511 | discard;
|
---|
512 | gl_FragDepth = world_depth( inter.xyz );
|
---|
513 | //gl_FragColor = vec4( 0.0, 1.0, 0.5, 0.8 );
|
---|
514 |
|
---|
515 | }
|
---|