diff options
Diffstat (limited to 'packages/frontend/src/utility/webgl.ts')
| -rw-r--r-- | packages/frontend/src/utility/webgl.ts | 88 |
1 files changed, 0 insertions, 88 deletions
diff --git a/packages/frontend/src/utility/webgl.ts b/packages/frontend/src/utility/webgl.ts index dee2103ecf..ae595b605c 100644 --- a/packages/frontend/src/utility/webgl.ts +++ b/packages/frontend/src/utility/webgl.ts @@ -38,91 +38,3 @@ export function initShaderProgram(gl: WebGL2RenderingContext, vsSource: string, return shaderProgram; } - -export const GLSL_LIB_SNOISE = ` -// Description : Array and textureless GLSL 2D/3D/4D simplex -// noise functions. -// Author : Ian McEwan, Ashima Arts. -// Maintainer : stegu -// Lastmod : 20201014 (stegu) -// License : Copyright (C) 2011 Ashima Arts. All rights reserved. -// Distributed under the MIT License. See LICENSE file. -// https://github.com/ashima/webgl-noise -// https://github.com/stegu/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) + 10.0) * 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); - - vec3 i = floor(v + dot(v, C.yyy)); - vec3 x0 = v - i + dot(i, C.xxx); - - 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; - vec3 x3 = x0 - D.yyy; - - 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)); - - float n_ = 0.142857142857; - vec3 ns = n_ * D.wyz - D.xzx; - - vec4 j = p - 49.0 * floor(p * ns.z * ns.z); - - vec4 x_ = floor(j * ns.z); - vec4 y_ = floor(j - 7.0 * x_); - - 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); - - 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; - - vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); - m = m * m; - return 105.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); -} -`; |