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// basierend auf:
//
// Description : Array and textureless GLSL 3D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110409 (stegu)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
//
#version 120
varying vec3 v_texCoord3D;
float f_lacunarity;
float f_persistence;
struct GradientColor
{
float pos;
vec4 color;
};
//libnoise helper
vec4 LinearInterpColor (vec4 color0, vec4 color1, float alpha)
{
return (color1 * alpha) + (color0 * (1.0 - alpha));
}
int clampi(int x, int minVal, int maxVal)
{
if(x < minVal) return minVal;
else if (x > maxVal) return maxVal;
else return x;
}
// noise helper
vec4 permute(vec4 x) {return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r) {return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
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 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
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
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
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 sOctaveNoise(vec3 p, float frequenzy, int octaveCount)
{
float value = 0.0;
float curPersistence = 1.0;
// cnoise(p*frequenzy);
for(int curOctave = 0; curOctave < octaveCount; curOctave++)
{
value += snoise(p*frequenzy) * curPersistence;
p *= f_lacunarity;
curPersistence *= f_persistence;
}
return value;
}
vec4 gradientColor(float value, GradientColor points[10], int pointsCount)
{
// Find the first element in the control point array that has a value
// larger than the output value from the source module.
int indexPos;
for (indexPos = 0; indexPos < pointsCount; indexPos++) {
if (value < points[indexPos].pos) {
break;
}
}
// Find the two nearest control points so that we can map their values
// onto a quadratic curve.
ivec2 index = ivec2(clampi(indexPos - 1, 0, pointsCount - 1),
clampi(indexPos , 0, pointsCount - 1));
// If some control points are missing (which occurs if the output value from
// the source module is greater than the largest value or less than the
// smallest value of the control point array), get the value of the nearest
// control point and exit now.
if (index.x == index.y)
return points[index.y].color;
// Compute the alpha value used for linear interpolation.
vec2 inputv = vec2(points[index.x].pos, points[index.y].pos);
float alpha = (value - inputv.x) / (inputv.y - inputv.x);
vec4 color0 = points[index.x].color;
vec4 color1 = points[index.y].color;
// Now perform the linear interpolation given the alpha value.
return LinearInterpColor (color0, color1, alpha);
}
void main( void )
{
//Default
const float DEFAULT_LACUNARTITY = 2.0;
f_lacunarity = DEFAULT_LACUNARTITY;
f_persistence = 0.5;
vec2 curveTemp[10];
float terraceTemp[6];
float n = 0;
f_lacunarity = 2.208984375;
float baseContinentDef_pe0 = sOctaveNoise(v_texCoord3D, 1.0, 14);
if(n == 0.0)
n = baseContinentDef_pe0;
float seaLevel = 0.0;
GradientColor gradient[10];
gradient[0] = GradientColor(-2.0 + seaLevel, vec4(0.0, 0.0, 0.0, 1.0));
gradient[1] = GradientColor(-0.03125 + seaLevel, vec4(0.02353, 0.22745, 0.49804, 1.0));
gradient[2] = GradientColor(-0.0001220703 + seaLevel, vec4(0.05490, 0.43922, 0.75294, 1.0));
gradient[3] = GradientColor( 0.0 + seaLevel, vec4(0.27451, 0.47059, 0.23529, 1.0));
gradient[4] = GradientColor( 0.125 + seaLevel, vec4(0.43137, 0.54902, 0.29412, 1.0));
gradient[5] = GradientColor( 0.25 + seaLevel, vec4(0.62745, 0.54902, 0.43529, 1.0));
gradient[6] = GradientColor( 0.375 + seaLevel, vec4(0.72157, 0.63921, 0.55294, 1.0));
gradient[7] = GradientColor( 0.5 + seaLevel, vec4(1.0));
gradient[8] = GradientColor( 0.75 + seaLevel, vec4(0.5, 1.0, 1.0, 1.0));
gradient[9] = GradientColor( 2.0 + seaLevel, vec4(0.0, 0.0, 1.0, 1.0));
gl_FragColor = gradientColor(n, gradient, 10);//vec4(0.5 + 0.5*vec3(n, n, n), 1.0);
// gl_FragColor = vec4(0.5 + 0.5*vec3(n,n,n), 1.0);
}
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