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Working Simplex Noise shader with play-clj
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(ns pixmappery.core | |
(:require [play-clj.core :refer :all] | |
[play-clj.entities :as e] | |
[play-clj.g2d :refer :all] | |
[play-clj.ui :refer :all]) | |
(:import [com.badlogic.gdx.graphics.g2d Batch SpriteBatch] | |
[com.badlogic.gdx.graphics.glutils ShaderProgram])) | |
(defn vert [] "attribute vec4 a_position; | |
attribute vec4 a_color; | |
attribute vec2 a_texCoord0; | |
uniform mat4 u_projTrans; | |
varying vec4 v_color; | |
varying vec2 v_texCoords; | |
uniform float u_frame; | |
void main() | |
{ | |
v_color = a_color; | |
v_color.a = v_color.a * (256.0/255.0); | |
v_texCoords = a_texCoord0; | |
gl_Position = u_projTrans * a_position; | |
}") | |
(defn frag [] "varying vec4 v_color; | |
varying vec2 v_texCoords; | |
uniform sampler2D u_texture; | |
uniform float u_frame; | |
// | |
// Description : Array and textureless GLSL 2D/3D/4D simplex | |
// noise functions. | |
// Author : Ian McEwan, Ashima Arts. | |
// Maintainer : ijm | |
// 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 | |
// | |
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) | |
{ | |
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 ); | |
// 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) ) ); | |
} | |
void main() | |
{ | |
// float simped = snoise(v_texCoords * (2.0 + u_frame)); | |
vec3 v_texCoord3D = vec3(v_texCoords, 0.0); | |
vec3 uvw = v_texCoord3D + 0.1*vec3(snoise(v_texCoord3D + vec3(0.0, 0.0, u_frame)), | |
snoise(v_texCoord3D + vec3(43.0, 17.0, u_frame)), | |
snoise(v_texCoord3D + vec3(-17.0, -43.0, u_frame))); | |
float n = snoise(uvw - vec3(0.0, 0.0, u_frame)); | |
n += 0.5 * snoise(uvw * 2.0 - vec3(0.0, 0.0, u_frame*1.4)); | |
n += 0.25 * snoise(uvw * 4.0 - vec3(0.0, 0.0, u_frame*2.0)); | |
n += 0.125 * snoise(uvw * 8.0 - vec3(0.0, 0.0, u_frame*2.8)); | |
n += 0.0625 * snoise(uvw * 16.0 - vec3(0.0, 0.0, u_frame*4.0)); | |
n += 0.03125 * snoise(uvw * 32.0 - vec3(0.0, 0.0, u_frame*5.6)); | |
n = n * 0.7; | |
gl_FragColor = vec4(vec3(1.0, 0.5, 0.0) + vec3(n, n, n), 1.0); | |
// gl_FragColor = vec4(0.5 + 0.5 * vec3(simped, simped, simped), 1.0); | |
} | |
") | |
(def atm (atom 0)) | |
(defscreen main-screen | |
:on-show | |
(fn [screen entities] | |
(set! ShaderProgram/pedantic false) | |
(def shader (let [s (ShaderProgram. (vert) (frag))] (println (.getLog s)) s)) | |
(update! screen :renderer (stage)) | |
(texture "box.png") | |
) | |
:on-render | |
(fn [screen entities] | |
(clear!) | |
(swap! atm inc) | |
(.setShader (.getBatch (:renderer screen)) shader) | |
;(.setColor (.getBatch (:renderer screen)) 1.0 1.0 1.0 1.0) | |
(let [^Batch batch (.getBatch (:renderer screen))] | |
(.begin batch) | |
(.setUniformf shader "u_frame" (float (* @atm 0.01))) | |
(doseq [entity entities] | |
(e/draw! entity screen batch)) | |
(.end batch)) | |
(graphics! :set-title (str "Simplex Demo at " (game :fps) " FPS")) | |
entities)) | |
(defgame pixmappery | |
:on-create | |
(fn [this] | |
(set-screen! this main-screen))) |
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