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@partybusiness
Last active December 4, 2024 23:00
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Gem shader in Godot
shader_type spatial;
render_mode blend_add, cull_disabled;
/** amount of influence camera direction has on noise */
uniform float direction_scale = 4.0;
/** amount of influence vertex position has on noise */
uniform float vertex_scale = 1.5;
/** power applied to each channel
Higher values will make edges smoother, low values will make edges sharper
*/
uniform vec3 powers = vec3(5.0);
/** multiplies for final colours
The noise generates separate RGB channels, you can use this to have each channel contribute to the final colours
R -> R, G -> R. B -> R
R -> G, G -> G. B -> G
R -> B, G -> B. B -> B
*/
uniform mat3 colour_transform = mat3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
varying vec3 local_vertex;
varying vec3 local_camera;
varying vec3 local_normal;
// SimplexNoise3D functions
vec3 mod289_3(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289_4(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289_4(((x * 34.0) + 1.0) * x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
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);
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_3(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 = 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)));
}
void vertex() {
local_vertex = VERTEX;
local_normal = NORMAL;
local_camera = -(inverse(MODEL_NORMAL_MATRIX) * CAMERA_POSITION_WORLD);
}
void fragment() {
vec3 camera_view = normalize(local_camera);
vec3 surface_normal = normalize(local_normal);
vec3 sample_position = local_vertex * vertex_scale + reflect(camera_view, surface_normal) * direction_scale;
vec3 noise = vec3(snoise(vec3(sample_position)),snoise(vec3(sample_position.y - 19.1, sample_position.z + 33.4, sample_position.x + 47.2)),snoise(vec3(sample_position.z + 74.2, sample_position.x - 124.5, sample_position.y + 99.4)));
vec3 output = pow(max(noise, vec3(0.0)), powers);
EMISSION = max(colour_transform * output, vec3(0.0));
ALBEDO = vec3(0.0);
ALPHA = 1.0;
CLEARCOAT = 1.0;
CLEARCOAT_ROUGHNESS = 0.0;
}
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