From 02be74b9c4e96d841ed0ab0b18309169e9c394da Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jean-Andr=C3=A9=20Santoni?= Date: Fri, 11 Nov 2016 19:59:05 +0100 Subject: [PATCH] Revert "New ribbon noise. Will have to be ported to GLSL modern, Vulkan and Cg" This reverts commit 1fa5b66a23cd38514b6f5e8322cfd43c291e2f88. --- .../legacy_pipeline_xmb_ribbon.glsl.vert.h | 133 ++++------------- ...acy_pipeline_xmb_ribbon_simple.glsl.vert.h | 134 +++--------------- 2 files changed, 41 insertions(+), 226 deletions(-) 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 23cd94e70d..df61461af8 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 @@ -5,131 +5,46 @@ static const char *stock_vertex_xmb_legacy = GLSL( uniform float time; varying vec3 fragVertexEc; - // 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; - } - - 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) + float iqhash( float n ) { - return 1.79284291400159 - 0.85373472095314 * r; + return fract(sin(n)*43758.5453); } - float snoise(vec3 v) + float noise( vec3 x ) { - 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) ) ); + 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); } float xmb_noise2( vec3 x ) { - return cos(x.z * 4.0) * cos(x.z + time/10.0 + x.x); + return cos((x.z*1.0)*2.0); } 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)/8.0; + v.y = xmb_noise2(v2)/6.0; - v3.x = v3.x + time/5.0; - v3.x = v3.x / 4.0; + v3.x = v3.x + time/5.0; + v3.x = v3.x / 2.0; - 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 + 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; + 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; - 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 dcfe4f537d..1713451fd2 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 @@ -3,131 +3,31 @@ static const char *stock_vertex_xmb_simple_legacy = GLSL( attribute vec3 VertexCoord; uniform float time; - - // 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; - } - - 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) + float iqhash( float n ) { - return 1.79284291400159 - 0.85373472095314 * r; + return fract(sin(n)*43758.5453); } - float snoise(vec3 v) + float noise( vec3 x ) { - const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; - const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + 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; - // 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); + 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); } void main() { - 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); + 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); } );