diff --git a/src/extension/FireShader.js b/src/extension/FireShader.js index 56091a7..d330d70 100644 --- a/src/extension/FireShader.js +++ b/src/extension/FireShader.js @@ -49,7 +49,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}}, ${shaderSnippets.noise()} // These may be configurable in the future. - const float EDGE_FADE = 70; + const float EDGE_FADE = 90; const float FADE_WIDTH = 0.1; const float HIDE_TIME = 0.4; const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')}; @@ -124,7 +124,8 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}}, // Get a noise value which moves vertically in time. vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE; uv.y += uTime * FIRE_SPEED; - float noise = noise(uv * 5.0); + float noise = noise2D(uv * 7.5, 5); + // float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*4.0), 5); // Modulate noise by effect mask. vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE); diff --git a/src/extension/MatrixShader.js b/src/extension/MatrixShader.js index 06afeaa..fe0ad38 100644 --- a/src/extension/MatrixShader.js +++ b/src/extension/MatrixShader.js @@ -74,7 +74,7 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}}, vec2 block = pixelCoords/LETTER_SIZE - uv; // Choose random letter. - uv += floor(rand(floor(rand(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES); + uv += floor(hash2D(floor(hash2D(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES); return texture2D(uFontTexture, uv/LETTER_TILES).r; } diff --git a/src/extension/TRexShader.js b/src/extension/TRexShader.js index 57a6b86..14f4f5d 100644 --- a/src/extension/TRexShader.js +++ b/src/extension/TRexShader.js @@ -65,7 +65,7 @@ var TRexShader = GObject.registerClass({Properties: {}, Signals: {}}, vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) { // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. - vec2 coords = texCoords + rand(seed); + vec2 coords = texCoords + hash2D(seed); coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0); // Apply global scale. @@ -78,10 +78,10 @@ var TRexShader = GObject.registerClass({Properties: {}, Signals: {}}, vec2 cellID = coords-cellUV + vec2(362.456); // Add random rotation, scale and offset to each grid cell. - float scale = mix(0.8, 1.0, rand(cellID*seed*134.451).x); - float offsetX = mix(0.0, 1.0 - scale, rand(cellID*seed*54.4129).x); - float offsetY = mix(0.0, 1.0 - scale, rand(cellID*seed*25.3089).x); - float rotation = mix(0.0, 2.0 * 3.141, rand(cellID*seed*2.99837).x); + float scale = mix(0.8, 1.0, hash(cellID*seed*134.451)); + float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129)); + float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089)); + float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837)); cellUV -= vec2(offsetX, offsetY); cellUV /= scale; diff --git a/src/extension/shaderSnippets.js b/src/extension/shaderSnippets.js index bd04b73..9b1a0c3 100644 --- a/src/extension/shaderSnippets.js +++ b/src/extension/shaderSnippets.js @@ -33,40 +33,92 @@ function standardUniforms() { `; } -// This simplex noise algorithm is based on an implementation by Inigo Quilez which is -// available under the MIT License (Copyright © 2013 Inigo Quilez). -// https://www.shadertoy.com/view/Msf3WH. +// These noise algorithms are based on implementations by Inigo Quilez which are +// available under the MIT License. +// https://www.shadertoy.com/view/lsf3WH +// https://www.shadertoy.com/view/4sfGzS +// https://www.shadertoy.com/view/Xsl3Dl +// https://www.shadertoy.com/view/Msf3WH function noise() { return ` - vec2 rand(vec2 p) { - p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3))); - return fract(sin(p)*43758.5453123); + + vec2 hash2D(vec2 p) { + p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3))); + return fract(sin(p) * 43758.5453123); } - float noiseImpl(vec2 p) { - const float K1 = 0.366025404; // (sqrt(3)-1)/2; - const float K2 = 0.211324865; // (3-sqrt(3))/6; + vec3 hash3D(vec3 p) { + p = vec3(dot(p, vec3(127.1, 311.7, 74.7)), + dot(p, vec3(269.5, 183.3, 246.1)), + dot(p, vec3(113.5, 271.9, 124.6))); + + return fract(sin(p) * 43758.5453123); + } + + float hash(vec2 p) { + p = floor(p); + p = 50.0 * fract(p * 0.3183099 + vec2(0.71, 0.113)); + return fract(p.x * p.y * (p.x + p.y)); + } + + float hash(vec3 p) { + p = fract(p * 0.3183099 + 0.1) * 17.0; + return fract(p.x * p.y * p.z * (p.x + p.y + p.z)); + } + + float noise2D(vec2 p) { + vec2 i = floor(p); + vec2 f = fract(p); + + vec2 u = f * f * (3.0 - 2.0 * f); + + return mix(mix(hash(i + vec2(0.0, 0.0)), + hash(i + vec2(1.0, 0.0)), u.x), + mix(hash(i + vec2(0.0, 1.0)), + hash(i + vec2(1.0, 1.0)), u.x), u.y); + } + + float noise3D(vec3 p) { + vec3 i = floor(p); + vec3 f = fract(p); + + f = f * f * (3.0 - 2.0 * f); + + return mix(mix(mix(hash(i+vec3(0, 0 ,0)), + hash(i+vec3(1, 0 ,0)), f.x), + mix(hash(i+vec3(0, 1 ,0)), + hash(i+vec3(1, 1 ,0)), f.x), f.y), + mix(mix(hash(i+vec3(0, 0 ,1)), + hash(i+vec3(1, 0 ,1)), f.x), + mix(hash(i+vec3(0, 1 ,1)), + hash(i+vec3(1, 1 ,1)), f.x),f.y), f.z); + } + + float noise2D(vec2 p, int octaves) { + mat2 m = mat2( 1.6, 1.2, + -1.2, 1.6); + + float f = 0; - vec2 i = floor(p + (p.x + p.y) * K1); - vec2 a = p - i + (i.x + i.y) * K2; - float m = step(a.y, a.x); - vec2 o = vec2(m, 1.0-m); - vec2 b = a - o + K2; - vec2 c = a - 1.0 + 2.0*K2; - vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0); - vec3 n = h * h * h * h * vec3(dot(a, -1.0 + 2.0 * rand(i + 0.0)), - dot(b, -1.0 + 2.0 * rand(i + o)), - dot(c, -1.0 + 2.0 * rand(i + 1.0))); - return dot(n, vec3(70.0)) * 0.5 + 0.5; + for (int i=1; i<=octaves; ++i) { + f += noise2D(p) / pow(2, i); + p = m * p; + } + + return f; } - float noise(vec2 p) { - mat2 m = mat2(1.6, 1.2, -1.2, 1.6); - float f = 0.5000 * noiseImpl(p); p = m*p; - f += 0.2500 * noiseImpl(p); p = m*p; - f += 0.1250 * noiseImpl(p); p = m*p; - f += 0.0625 * noiseImpl(p); p = m*p; - + float noise3D(vec3 p, int octaves) { + const mat3 m = mat3( 0.00, 0.80, 0.60, + -0.80, 0.36, -0.48, + -0.60, -0.48, 0.64); + float f = 0; + + for (int i=1; i<=octaves; ++i) { + f += noise3D(p) / pow(2, i); + p = m * p * 2.01; + } + return f; } `;