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Shader Stuff
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float mod289(float 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 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} | |
float noise(vec3 p){ | |
vec3 a = floor(p); | |
vec3 d = p - a; | |
d = d * d * (3.0 - 2.0 * d); | |
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); | |
vec4 k1 = perm(b.xyxy); | |
vec4 k2 = perm(k1.xyxy + b.zzww); | |
vec4 c = k2 + a.zzzz; | |
vec4 k3 = perm(c); | |
vec4 k4 = perm(c + 1.0); | |
vec4 o1 = fract(k3 * (1.0 / 41.0)); | |
vec4 o2 = fract(k4 * (1.0 / 41.0)); | |
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); | |
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); | |
return o4.y * d.y + o4.x * (1.0 - d.y); | |
} | |
float fbm(vec3 x) { | |
float v = 0.0; | |
float a = 0.5; | |
vec3 shift = vec3(100); | |
for (int i = 0; i < NUM_OCTAVES; ++i) { | |
v += a * noise(x); | |
x = x * 2.0 + shift; | |
a *= 0.5; | |
} | |
return v; | |
} |
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float noiseProgress(float noise, float progress, float ramp){ | |
float p = progress + progress * ramp; | |
float n = noise + ramp; | |
return smoothstep(n, n + 0.01, p); | |
} |
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