cesium 0.13.2 → 0.14.0

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Files changed (348) hide show
  1. data/app/assets/javascripts/Cesium.js +2 -2
  2. data/app/assets/javascripts/Core/Clock.js +81 -81
  3. data/app/assets/javascripts/Core/ClockRange.js +5 -3
  4. data/app/assets/javascripts/Core/ClockStep.js +7 -1
  5. data/app/assets/javascripts/Core/Event.js +12 -11
  6. data/app/assets/javascripts/Core/JulianDate.js +16 -0
  7. data/app/assets/javascripts/DynamicScene/CompositeDynamicObjectCollection.js +1 -1
  8. data/app/assets/javascripts/DynamicScene/DynamicBillboardVisualizer.js +1 -1
  9. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizer.js +1 -1
  10. data/app/assets/javascripts/DynamicScene/DynamicConeVisualizerUsingCustomSensor.js +1 -1
  11. data/app/assets/javascripts/DynamicScene/DynamicEllipsoidVisualizer.js +1 -1
  12. data/app/assets/javascripts/DynamicScene/DynamicLabelVisualizer.js +1 -1
  13. data/app/assets/javascripts/DynamicScene/DynamicPathVisualizer.js +1 -1
  14. data/app/assets/javascripts/DynamicScene/DynamicPointVisualizer.js +1 -1
  15. data/app/assets/javascripts/DynamicScene/DynamicPolygonVisualizer.js +1 -1
  16. data/app/assets/javascripts/DynamicScene/DynamicPolylineVisualizer.js +1 -1
  17. data/app/assets/javascripts/DynamicScene/DynamicPyramidVisualizer.js +1 -1
  18. data/app/assets/javascripts/Renderer/ClearCommand.js +1 -1
  19. data/app/assets/javascripts/Renderer/Context.js +23 -0
  20. data/app/assets/javascripts/Renderer/DrawCommand.js +1 -1
  21. data/app/assets/javascripts/Scene/BillboardCollection.js +14 -24
  22. data/app/assets/javascripts/Scene/EllipsoidPrimitive.js +8 -31
  23. data/app/assets/javascripts/Scene/PerformanceDisplay.js +13 -4
  24. data/app/assets/javascripts/Scene/Tile.js +11 -6
  25. data/app/assets/javascripts/Scene/ViewportQuad.js +21 -36
  26. data/app/assets/javascripts/Shaders/BillboardCollectionFS.js +15 -11
  27. data/app/assets/javascripts/Shaders/BillboardCollectionVS.js +47 -27
  28. data/app/assets/javascripts/Shaders/BuiltinFunctions.js +886 -228
  29. data/app/assets/javascripts/Shaders/CentralBodyFS.js +173 -40
  30. data/app/assets/javascripts/Shaders/CentralBodyFSDepth.js +17 -14
  31. data/app/assets/javascripts/Shaders/CentralBodyFSPole.js +25 -19
  32. data/app/assets/javascripts/Shaders/CentralBodyVS.js +61 -31
  33. data/app/assets/javascripts/Shaders/CentralBodyVSDepth.js +5 -4
  34. data/app/assets/javascripts/Shaders/CentralBodyVSPole.js +9 -7
  35. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeFS.js +392 -299
  36. data/app/assets/javascripts/Shaders/ComplexConicSensorVolumeVS.js +12 -8
  37. data/app/assets/javascripts/Shaders/ConstructiveSolidGeometry.js +836 -530
  38. data/app/assets/javascripts/Shaders/CustomSensorVolumeFS.js +95 -58
  39. data/app/assets/javascripts/Shaders/CustomSensorVolumeVS.js +7 -6
  40. data/app/assets/javascripts/Shaders/EllipsoidFS.js +34 -26
  41. data/app/assets/javascripts/Shaders/EllipsoidVS.js +21 -5
  42. data/app/assets/javascripts/Shaders/Materials/AsphaltMaterial.js +19 -11
  43. data/app/assets/javascripts/Shaders/Materials/BlobMaterial.js +13 -9
  44. data/app/assets/javascripts/Shaders/Materials/BrickMaterial.js +33 -22
  45. data/app/assets/javascripts/Shaders/Materials/BumpMapMaterial.js +24 -17
  46. data/app/assets/javascripts/Shaders/Materials/CementMaterial.js +14 -10
  47. data/app/assets/javascripts/Shaders/Materials/CheckerboardMaterial.js +32 -20
  48. data/app/assets/javascripts/Shaders/Materials/DotMaterial.js +11 -6
  49. data/app/assets/javascripts/Shaders/Materials/ErosionMaterial.js +18 -13
  50. data/app/assets/javascripts/Shaders/Materials/FacetMaterial.js +12 -7
  51. data/app/assets/javascripts/Shaders/Materials/FresnelMaterial.js +9 -6
  52. data/app/assets/javascripts/Shaders/Materials/GrassMaterial.js +23 -16
  53. data/app/assets/javascripts/Shaders/Materials/NormalMapMaterial.js +14 -11
  54. data/app/assets/javascripts/Shaders/Materials/ReflectionMaterial.js +10 -8
  55. data/app/assets/javascripts/Shaders/Materials/RefractionMaterial.js +10 -8
  56. data/app/assets/javascripts/Shaders/Materials/RimLightingMaterial.js +12 -7
  57. data/app/assets/javascripts/Shaders/Materials/StripeMaterial.js +21 -12
  58. data/app/assets/javascripts/Shaders/Materials/TieDyeMaterial.js +11 -7
  59. data/app/assets/javascripts/Shaders/Materials/Water.js +46 -45
  60. data/app/assets/javascripts/Shaders/Materials/WoodMaterial.js +29 -19
  61. data/app/assets/javascripts/Shaders/Noise.js +408 -173
  62. data/app/assets/javascripts/Shaders/PolygonFS.js +20 -10
  63. data/app/assets/javascripts/Shaders/PolygonFSPick.js +3 -3
  64. data/app/assets/javascripts/Shaders/PolygonVS.js +27 -22
  65. data/app/assets/javascripts/Shaders/PolygonVSPick.js +23 -19
  66. data/app/assets/javascripts/Shaders/PolylineFS.js +3 -3
  67. data/app/assets/javascripts/Shaders/PolylineVS.js +24 -19
  68. data/app/assets/javascripts/Shaders/Ray.js +496 -315
  69. data/app/assets/javascripts/Shaders/ReprojectWebMercatorFS.js +16 -6
  70. data/app/assets/javascripts/Shaders/ReprojectWebMercatorVS.js +5 -2
  71. data/app/assets/javascripts/Shaders/SensorVolume.js +32 -15
  72. data/app/assets/javascripts/Shaders/SkyAtmosphereFS.js +61 -16
  73. data/app/assets/javascripts/Shaders/SkyAtmosphereVS.js +106 -53
  74. data/app/assets/javascripts/Shaders/SkyBoxFS.js +4 -2
  75. data/app/assets/javascripts/Shaders/SkyBoxVS.js +5 -3
  76. data/app/assets/javascripts/Shaders/ViewportQuadFS.js +14 -10
  77. data/app/assets/javascripts/Shaders/ViewportQuadVS.js +6 -5
  78. data/app/assets/javascripts/ThirdParty/knockout.js +88 -0
  79. data/app/assets/javascripts/Widgets/Animation/Animation.css +141 -0
  80. data/app/assets/javascripts/Widgets/Animation/Animation.js +944 -0
  81. data/app/assets/javascripts/Widgets/Animation/AnimationViewModel.js +503 -0
  82. data/app/assets/javascripts/Widgets/Animation/darker.css +69 -0
  83. data/app/assets/javascripts/Widgets/ClockViewModel.js +167 -0
  84. data/app/assets/javascripts/Widgets/Command.js +33 -0
  85. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.css +54 -77
  86. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.html +6 -27
  87. data/app/assets/javascripts/Widgets/Dojo/CesiumViewerWidget.js +124 -187
  88. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenViewModel.js +88 -0
  89. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.css +16 -0
  90. data/app/assets/javascripts/Widgets/Fullscreen/FullscreenWidget.js +50 -0
  91. data/app/assets/javascripts/Widgets/Fullscreen/darker.css +14 -0
  92. data/app/assets/javascripts/Widgets/Images/enterFullscreen-darker.svg +18 -0
  93. data/app/assets/javascripts/Widgets/Images/enterFullscreen.svg +18 -0
  94. data/app/assets/javascripts/Widgets/Images/exitFullscreen-darker.svg +18 -0
  95. data/app/assets/javascripts/Widgets/Images/exitFullscreen.svg +18 -0
  96. data/app/assets/javascripts/Widgets/Observable.js +29 -0
  97. data/app/assets/javascripts/Widgets/{Timeline.css → Timeline/Timeline.css} +18 -21
  98. data/app/assets/javascripts/Widgets/{Timeline.js → Timeline/Timeline.js} +12 -7
  99. data/app/assets/javascripts/Widgets/{TimelineHighlightRange.js → Timeline/TimelineHighlightRange.js} +0 -0
  100. data/app/assets/javascripts/Widgets/{TimelineTrack.js → Timeline/TimelineTrack.js} +1 -1
  101. data/app/assets/javascripts/Widgets/Timeline/darker.css +20 -0
  102. data/app/assets/javascripts/Widgets/ToggleButtonViewModel.js +40 -0
  103. data/app/assets/javascripts/Widgets/createCommand.js +41 -0
  104. data/lib/cesium/version.rb +1 -1
  105. data/test/dummy/log/development.log +3300 -0
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  340. data/test/dummy/tmp/pids/server.pid +1 -1
  341. metadata +33 -15
  342. data/app/assets/javascripts/Core/AnimationController.js +0 -148
  343. data/app/assets/javascripts/Scene/ImageryProviderError.js +0 -149
  344. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.css +0 -1
  345. data/app/assets/javascripts/Widgets/Dojo/TimelineWidget.js +0 -47
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  348. data/app/assets/javascripts/Workers/createVerticesFromExtent.js +0 -24
@@ -5,15 +5,19 @@ define(function() {
5
5
  return "uniform vec4 lightColor;\n\
6
6
  uniform vec4 darkColor;\n\
7
7
  uniform float frequency;\n\
8
+ \n\
8
9
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
9
10
  {\n\
10
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
11
- vec3 scaled = materialInput.str * frequency;\n\
12
- float t = abs(czm_snoise(scaled));\n\
13
- vec4 color = mix(lightColor, darkColor, t);\n\
14
- material.diffuse = color.rgb;\n\
15
- material.alpha = color.a;\n\
16
- return material;\n\
11
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
12
+ \n\
13
+ vec3 scaled = materialInput.str * frequency;\n\
14
+ float t = abs(czm_snoise(scaled));\n\
15
+ \n\
16
+ vec4 color = mix(lightColor, darkColor, t);\n\
17
+ material.diffuse = color.rgb;\n\
18
+ material.alpha = color.a;\n\
19
+ \n\
20
+ return material;\n\
17
21
  }\n\
18
22
  ";
19
23
  });
@@ -2,7 +2,10 @@
2
2
  /*global define*/
3
3
  define(function() {
4
4
  "use strict";
5
- return "uniform sampler2D specularMap;\n\
5
+ return "// Thanks for the contribution Jonas\n\
6
+ // http://29a.ch/2012/7/19/webgl-terrain-rendering-water-fog\n\
7
+ \n\
8
+ uniform sampler2D specularMap;\n\
6
9
  uniform sampler2D normalMap;\n\
7
10
  uniform vec4 baseWaterColor;\n\
8
11
  uniform vec4 blendColor;\n\
@@ -11,50 +14,48 @@ uniform float animationSpeed;\n\
11
14
  uniform float amplitude;\n\
12
15
  uniform float specularIntensity;\n\
13
16
  uniform float fadeFactor;\n\
14
- vec4 getNoise(vec2 uv, float time, float angleInRadians) {\n\
15
- float cosAngle = cos(angleInRadians);\n\
16
- float sinAngle = sin(angleInRadians);\n\
17
- vec2 s0 = vec2(1.0/17.0, 0.0);\n\
18
- vec2 s1 = vec2(-1.0/29.0, 0.0);\n\
19
- vec2 s2 = vec2(1.0/101.0, 1.0/59.0);\n\
20
- vec2 s3 = vec2(-1.0/109.0, -1.0/57.0);\n\
21
- s0 = vec2((cosAngle * s0.x) - (sinAngle * s0.y), (sinAngle * s0.x) + (cosAngle * s0.y));\n\
22
- s1 = vec2((cosAngle * s1.x) - (sinAngle * s1.y), (sinAngle * s1.x) + (cosAngle * s1.y));\n\
23
- s2 = vec2((cosAngle * s2.x) - (sinAngle * s2.y), (sinAngle * s2.x) + (cosAngle * s2.y));\n\
24
- s3 = vec2((cosAngle * s3.x) - (sinAngle * s3.y), (sinAngle * s3.x) + (cosAngle * s3.y));\n\
25
- vec2 uv0 = (uv/103.0) + (time * s0);\n\
26
- vec2 uv1 = uv/107.0 + (time * s1) + vec2(0.23);\n\
27
- vec2 uv2 = uv/vec2(897.0, 983.0) + (time * s2) + vec2(0.51);\n\
28
- vec2 uv3 = uv/vec2(991.0, 877.0) + (time * s3) + vec2(0.71);\n\
29
- uv0 = fract(uv0);\n\
30
- uv1 = fract(uv1);\n\
31
- uv2 = fract(uv2);\n\
32
- uv3 = fract(uv3);\n\
33
- vec4 noise = (texture2D(normalMap, uv0)) +\n\
34
- (texture2D(normalMap, uv1)) +\n\
35
- (texture2D(normalMap, uv2)) +\n\
36
- (texture2D(normalMap, uv3));\n\
37
- return ((noise / 4.0) - 0.5) * 2.0;\n\
38
- }\n\
17
+ \n\
39
18
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
40
19
  {\n\
41
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
42
- float time = czm_frameNumber * animationSpeed;\n\
43
- float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);\n\
44
- float specularMapValue = texture2D(specularMap, materialInput.st).r;\n\
45
- vec4 noise = getNoise(materialInput.st * frequency, time, 0.0);\n\
46
- vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude));\n\
47
- normalTangentSpace.xy /= fade;\n\
48
- normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue);\n\
49
- normalTangentSpace = normalize(normalTangentSpace);\n\
50
- float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0);\n\
51
- material.alpha = specularMapValue;\n\
52
- material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue);\n\
53
- material.diffuse += (0.1 * tsPerturbationRatio);\n\
54
- material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace);\n\
55
- material.specular = specularIntensity;\n\
56
- material.shininess = 10.0;\n\
57
- return material;\n\
58
- }\n\
59
- ";
20
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
21
+ \n\
22
+ float time = czm_frameNumber * animationSpeed;\n\
23
+ \n\
24
+ // fade is a function of the distance from the fragment and the frequency of the waves\n\
25
+ float fade = max(1.0, (length(materialInput.positionToEyeEC) / 10000000000.0) * frequency * fadeFactor);\n\
26
+ \n\
27
+ float specularMapValue = texture2D(specularMap, materialInput.st).r;\n\
28
+ \n\
29
+ // note: not using directional motion at this time, just set the angle to 0.0;\n\
30
+ vec4 noise = czm_getWaterNoise(normalMap, materialInput.st * frequency, time, 0.0);\n\
31
+ vec3 normalTangentSpace = noise.xyz * vec3(1.0, 1.0, (1.0 / amplitude));\n\
32
+ \n\
33
+ // fade out the normal perturbation as we move further from the water surface\n\
34
+ normalTangentSpace.xy /= fade;\n\
35
+ \n\
36
+ // attempt to fade out the normal perturbation as we approach non water areas (low specular map value)\n\
37
+ normalTangentSpace = mix(vec3(0.0, 0.0, 50.0), normalTangentSpace, specularMapValue);\n\
38
+ \n\
39
+ normalTangentSpace = normalize(normalTangentSpace);\n\
40
+ \n\
41
+ // get ratios for alignment of the new normal vector with a vector perpendicular to the tangent plane\n\
42
+ float tsPerturbationRatio = clamp(dot(normalTangentSpace, vec3(0.0, 0.0, 1.0)), 0.0, 1.0);\n\
43
+ \n\
44
+ // fade out water effect as specular map value decreases\n\
45
+ material.alpha = specularMapValue;\n\
46
+ \n\
47
+ // base color is a blend of the water and non-water color based on the value from the specular map\n\
48
+ // may need a uniform blend factor to better control this\n\
49
+ material.diffuse = mix(blendColor.rgb, baseWaterColor.rgb, specularMapValue);\n\
50
+ \n\
51
+ // diffuse highlights are based on how perturbed the normal is\n\
52
+ material.diffuse += (0.1 * tsPerturbationRatio);\n\
53
+ \n\
54
+ material.normal = normalize(materialInput.tangentToEyeMatrix * normalTangentSpace);\n\
55
+ \n\
56
+ material.specular = specularIntensity;\n\
57
+ material.shininess = 10.0;\n\
58
+ \n\
59
+ return material;\n\
60
+ }";
60
61
  });
@@ -7,25 +7,35 @@ uniform vec4 darkWoodColor;\n\
7
7
  uniform float ringFrequency;\n\
8
8
  uniform vec2 noiseScale;\n\
9
9
  uniform float grainFrequency;\n\
10
+ \n\
10
11
  czm_material czm_getMaterial(czm_materialInput materialInput)\n\
11
12
  {\n\
12
- czm_material material = czm_getDefaultMaterial(materialInput);\n\
13
- vec2 st = materialInput.st;\n\
14
- vec2 noisevec;\n\
15
- noisevec.x = czm_snoise(st * noiseScale.x);\n\
16
- noisevec.y = czm_snoise(st * noiseScale.y);\n\
17
- vec2 location = st + noisevec;\n\
18
- float dist = sqrt(location.x * location.x + location.y * location.y);\n\
19
- dist *= ringFrequency;\n\
20
- float r = fract(dist + noisevec[0] + noisevec[1]) * 2.0;\n\
21
- if(r > 1.0)\n\
22
- r = 2.0 - r;\n\
23
- vec4 color = mix(lightWoodColor, darkWoodColor, r);\n\
24
- r = abs(czm_snoise(vec2(st.x * grainFrequency, st.y * grainFrequency * 0.02))) * 0.2;\n\
25
- color.rgb += lightWoodColor.rgb * r;\n\
26
- material.diffuse = color.rgb;\n\
27
- material.alpha = color.a;\n\
28
- return material;\n\
29
- }\n\
30
- ";
13
+ czm_material material = czm_getDefaultMaterial(materialInput);\n\
14
+ \n\
15
+ //Based on wood shader from OpenGL Shading Language (3rd edition) pg. 455\n\
16
+ vec2 st = materialInput.st;\n\
17
+ \n\
18
+ vec2 noisevec;\n\
19
+ noisevec.x = czm_snoise(st * noiseScale.x);\n\
20
+ noisevec.y = czm_snoise(st * noiseScale.y);\n\
21
+ \n\
22
+ vec2 location = st + noisevec;\n\
23
+ float dist = sqrt(location.x * location.x + location.y * location.y);\n\
24
+ dist *= ringFrequency;\n\
25
+ \n\
26
+ float r = fract(dist + noisevec[0] + noisevec[1]) * 2.0;\n\
27
+ if(r > 1.0)\n\
28
+ r = 2.0 - r;\n\
29
+ \n\
30
+ vec4 color = mix(lightWoodColor, darkWoodColor, r);\n\
31
+ \n\
32
+ //streaks\n\
33
+ r = abs(czm_snoise(vec2(st.x * grainFrequency, st.y * grainFrequency * 0.02))) * 0.2;\n\
34
+ color.rgb += lightWoodColor.rgb * r;\n\
35
+ \n\
36
+ material.diffuse = color.rgb;\n\
37
+ material.alpha = color.a;\n\
38
+ \n\
39
+ return material;\n\
40
+ }";
31
41
  });
@@ -22,221 +22,456 @@ define(function() {
22
22
  "use strict";
23
23
  return "#ifndef czm_NOISE\n\
24
24
  #define czm_NOISE 1\n\
25
+ \n\
26
+ /**\n\
27
+ * @license\n\
28
+ * Description : Array and textureless GLSL 2D/3D/4D simplex \n\
29
+ * noise functions.\n\
30
+ * Author : Ian McEwan, Ashima Arts.\n\
31
+ * Maintainer : ijm\n\
32
+ * Lastmod : 20110822 (ijm)\n\
33
+ * License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n\
34
+ * Distributed under the MIT License. See LICENSE file.\n\
35
+ * https://github.com/ashima/webgl-noise\n\
36
+ */ \n\
37
+ \n\
25
38
  vec4 _czm_mod289(vec4 x)\n\
26
39
  {\n\
27
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
40
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
28
41
  }\n\
42
+ \n\
29
43
  vec3 _czm_mod289(vec3 x)\n\
30
44
  {\n\
31
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
45
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
32
46
  }\n\
33
- vec2 _czm_mod289(vec2 x)\n\
47
+ \n\
48
+ vec2 _czm_mod289(vec2 x) \n\
34
49
  {\n\
35
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
50
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
36
51
  }\n\
52
+ \n\
37
53
  float _czm_mod289(float x)\n\
38
54
  {\n\
39
- return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
55
+ return x - floor(x * (1.0 / 289.0)) * 289.0;\n\
40
56
  }\n\
57
+ \n\
41
58
  vec4 _czm_permute(vec4 x)\n\
42
59
  {\n\
43
- return _czm_mod289(((x*34.0)+1.0)*x);\n\
60
+ return _czm_mod289(((x*34.0)+1.0)*x);\n\
44
61
  }\n\
62
+ \n\
45
63
  vec3 _czm_permute(vec3 x)\n\
46
64
  {\n\
47
- return _czm_mod289(((x*34.0)+1.0)*x);\n\
65
+ return _czm_mod289(((x*34.0)+1.0)*x);\n\
48
66
  }\n\
49
- float _czm_permute(float x)\n\
67
+ \n\
68
+ float _czm_permute(float x) \n\
50
69
  {\n\
51
- return _czm_mod289(((x*34.0)+1.0)*x);\n\
70
+ return _czm_mod289(((x*34.0)+1.0)*x);\n\
52
71
  }\n\
72
+ \n\
53
73
  vec4 _czm_taylorInvSqrt(vec4 r)\n\
54
74
  {\n\
55
- return 1.79284291400159 - 0.85373472095314 * r;\n\
75
+ return 1.79284291400159 - 0.85373472095314 * r;\n\
56
76
  }\n\
77
+ \n\
57
78
  float _czm_taylorInvSqrt(float r)\n\
58
79
  {\n\
59
- return 1.79284291400159 - 0.85373472095314 * r;\n\
80
+ return 1.79284291400159 - 0.85373472095314 * r;\n\
60
81
  }\n\
82
+ \n\
61
83
  vec4 _czm_grad4(float j, vec4 ip)\n\
62
84
  {\n\
63
- const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n\
64
- vec4 p,s;\n\
65
- p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n\
66
- p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n\
67
- s = vec4(lessThan(p, vec4(0.0)));\n\
68
- p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;\n\
69
- return p;\n\
85
+ const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n\
86
+ vec4 p,s;\n\
87
+ \n\
88
+ p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n\
89
+ p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n\
90
+ s = vec4(lessThan(p, vec4(0.0)));\n\
91
+ p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\
92
+ \n\
93
+ return p;\n\
70
94
  }\n\
95
+ \n\
96
+ /**\n\
97
+ * DOC_TBA\n\
98
+ *\n\
99
+ * Implemented by Ian McEwan, Ashima Arts, and distributed under the MIT License. {@link https://github.com/ashima/webgl-noise}\n\
100
+ *\n\
101
+ * @name czm_snoise\n\
102
+ * @glslFunction\n\
103
+ *\n\
104
+ * @see <a href=\"https://github.com/ashima/webgl-noise\">https://github.com/ashima/webgl-noise</a>\n\
105
+ * @see Stefan Gustavson's paper <a href=\"http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf\">Simplex noise demystified</a>\n\
106
+ */ \n\
71
107
  float czm_snoise(vec2 v)\n\
72
108
  {\n\
73
- const vec4 C = vec4(0.211324865405187,\n\
74
- 0.366025403784439,\n\
75
- -0.577350269189626,\n\
76
- 0.024390243902439);\n\
77
- vec2 i = floor(v + dot(v, C.yy) );\n\
78
- vec2 x0 = v - i + dot(i, C.xx);\n\
79
- vec2 i1;\n\
80
- i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\
81
- vec4 x12 = x0.xyxy + C.xxzz;\n\
82
- x12.xy -= i1;\n\
83
- i = _czm_mod289(i);\n\
84
- vec3 p = _czm_permute( _czm_permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 ));\n\
85
- vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n\
86
- m = m*m ;\n\
87
- m = m*m ;\n\
88
- vec3 x = 2.0 * fract(p * C.www) - 1.0;\n\
89
- vec3 h = abs(x) - 0.5;\n\
90
- vec3 ox = floor(x + 0.5);\n\
91
- vec3 a0 = x - ox;\n\
92
- m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\
93
- vec3 g;\n\
94
- g.x = a0.x * x0.x + h.x * x0.y;\n\
95
- g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n\
96
- return 130.0 * dot(m, g);\n\
109
+ const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0\n\
110
+ 0.366025403784439, // 0.5*(sqrt(3.0)-1.0)\n\
111
+ -0.577350269189626, // -1.0 + 2.0 * C.x\n\
112
+ 0.024390243902439); // 1.0 / 41.0\n\
113
+ // First corner\n\
114
+ vec2 i = floor(v + dot(v, C.yy) );\n\
115
+ vec2 x0 = v - i + dot(i, C.xx);\n\
116
+ \n\
117
+ // Other corners\n\
118
+ vec2 i1;\n\
119
+ //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0\n\
120
+ //i1.y = 1.0 - i1.x;\n\
121
+ i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);\n\
122
+ // x0 = x0 - 0.0 + 0.0 * C.xx ;\n\
123
+ // x1 = x0 - i1 + 1.0 * C.xx ;\n\
124
+ // x2 = x0 - 1.0 + 2.0 * C.xx ;\n\
125
+ vec4 x12 = x0.xyxy + C.xxzz;\n\
126
+ x12.xy -= i1;\n\
127
+ \n\
128
+ // Permutations\n\
129
+ i = _czm_mod289(i); // Avoid truncation effects in permutation\n\
130
+ vec3 p = _czm_permute( _czm_permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 ));\n\
131
+ \n\
132
+ vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);\n\
133
+ m = m*m ;\n\
134
+ m = m*m ;\n\
135
+ \n\
136
+ // Gradients: 41 points uniformly over a line, mapped onto a diamond.\n\
137
+ // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)\n\
138
+ vec3 x = 2.0 * fract(p * C.www) - 1.0;\n\
139
+ vec3 h = abs(x) - 0.5;\n\
140
+ vec3 ox = floor(x + 0.5);\n\
141
+ vec3 a0 = x - ox;\n\
142
+ \n\
143
+ // Normalise gradients implicitly by scaling m\n\
144
+ // Approximation of: m *= inversesqrt( a0*a0 + h*h );\n\
145
+ m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );\n\
146
+ \n\
147
+ // Compute final noise value at P\n\
148
+ vec3 g;\n\
149
+ g.x = a0.x * x0.x + h.x * x0.y;\n\
150
+ g.yz = a0.yz * x12.xz + h.yz * x12.yw;\n\
151
+ return 130.0 * dot(m, g);\n\
97
152
  }\n\
153
+ \n\
98
154
  float czm_snoise(vec3 v)\n\
99
- {\n\
100
- const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n\
101
- const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\
102
- vec3 i = floor(v + dot(v, C.yyy) );\n\
103
- vec3 x0 = v - i + dot(i, C.xxx) ;\n\
104
- vec3 g = step(x0.yzx, x0.xyz);\n\
105
- vec3 l = 1.0 - g;\n\
106
- vec3 i1 = min( g.xyz, l.zxy );\n\
107
- vec3 i2 = max( g.xyz, l.zxy );\n\
108
- vec3 x1 = x0 - i1 + C.xxx;\n\
109
- vec3 x2 = x0 - i2 + C.yyy;\n\
110
- vec3 x3 = x0 - D.yyy;\n\
111
- i = _czm_mod289(i);\n\
112
- vec4 p = _czm_permute( _czm_permute( _czm_permute(\n\
113
- i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n\
114
- + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))\n\
115
- + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\
116
- float n_ = 0.142857142857;\n\
117
- vec3 ns = n_ * D.wyz - D.xzx;\n\
118
- vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n\
119
- vec4 x_ = floor(j * ns.z);\n\
120
- vec4 y_ = floor(j - 7.0 * x_ );\n\
121
- vec4 x = x_ *ns.x + ns.yyyy;\n\
122
- vec4 y = y_ *ns.x + ns.yyyy;\n\
123
- vec4 h = 1.0 - abs(x) - abs(y);\n\
124
- vec4 b0 = vec4( x.xy, y.xy );\n\
125
- vec4 b1 = vec4( x.zw, y.zw );\n\
126
- vec4 s0 = floor(b0)*2.0 + 1.0;\n\
127
- vec4 s1 = floor(b1)*2.0 + 1.0;\n\
128
- vec4 sh = -step(h, vec4(0.0));\n\
129
- vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n\
130
- vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\
131
- vec3 p0 = vec3(a0.xy,h.x);\n\
132
- vec3 p1 = vec3(a0.zw,h.y);\n\
133
- vec3 p2 = vec3(a1.xy,h.z);\n\
134
- vec3 p3 = vec3(a1.zw,h.w);\n\
135
- vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
136
- p0 *= norm.x;\n\
137
- p1 *= norm.y;\n\
138
- p2 *= norm.z;\n\
139
- p3 *= norm.w;\n\
140
- vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n\
141
- m = m * m;\n\
142
- return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),\n\
143
- dot(p2,x2), dot(p3,x3) ) );\n\
155
+ { \n\
156
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;\n\
157
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n\
158
+ \n\
159
+ // First corner\n\
160
+ vec3 i = floor(v + dot(v, C.yyy) );\n\
161
+ vec3 x0 = v - i + dot(i, C.xxx) ;\n\
162
+ \n\
163
+ // Other corners\n\
164
+ vec3 g = step(x0.yzx, x0.xyz);\n\
165
+ vec3 l = 1.0 - g;\n\
166
+ vec3 i1 = min( g.xyz, l.zxy );\n\
167
+ vec3 i2 = max( g.xyz, l.zxy );\n\
168
+ \n\
169
+ // x0 = x0 - 0.0 + 0.0 * C.xxx;\n\
170
+ // x1 = x0 - i1 + 1.0 * C.xxx;\n\
171
+ // x2 = x0 - i2 + 2.0 * C.xxx;\n\
172
+ // x3 = x0 - 1.0 + 3.0 * C.xxx;\n\
173
+ vec3 x1 = x0 - i1 + C.xxx;\n\
174
+ vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n\
175
+ vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\
176
+ \n\
177
+ // Permutations\n\
178
+ i = _czm_mod289(i); \n\
179
+ vec4 p = _czm_permute( _czm_permute( _czm_permute( \n\
180
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n\
181
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n\
182
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n\
183
+ \n\
184
+ // Gradients: 7x7 points over a square, mapped onto an octahedron.\n\
185
+ // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n\
186
+ float n_ = 0.142857142857; // 1.0/7.0\n\
187
+ vec3 ns = n_ * D.wyz - D.xzx;\n\
188
+ \n\
189
+ vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\
190
+ \n\
191
+ vec4 x_ = floor(j * ns.z);\n\
192
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\
193
+ \n\
194
+ vec4 x = x_ *ns.x + ns.yyyy;\n\
195
+ vec4 y = y_ *ns.x + ns.yyyy;\n\
196
+ vec4 h = 1.0 - abs(x) - abs(y);\n\
197
+ \n\
198
+ vec4 b0 = vec4( x.xy, y.xy );\n\
199
+ vec4 b1 = vec4( x.zw, y.zw );\n\
200
+ \n\
201
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;\n\
202
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;\n\
203
+ vec4 s0 = floor(b0)*2.0 + 1.0;\n\
204
+ vec4 s1 = floor(b1)*2.0 + 1.0;\n\
205
+ vec4 sh = -step(h, vec4(0.0));\n\
206
+ \n\
207
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n\
208
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\
209
+ \n\
210
+ vec3 p0 = vec3(a0.xy,h.x);\n\
211
+ vec3 p1 = vec3(a0.zw,h.y);\n\
212
+ vec3 p2 = vec3(a1.xy,h.z);\n\
213
+ vec3 p3 = vec3(a1.zw,h.w);\n\
214
+ \n\
215
+ //Normalise gradients\n\
216
+ vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
217
+ p0 *= norm.x;\n\
218
+ p1 *= norm.y;\n\
219
+ p2 *= norm.z;\n\
220
+ p3 *= norm.w;\n\
221
+ \n\
222
+ // Mix final noise value\n\
223
+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n\
224
+ m = m * m;\n\
225
+ return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n\
226
+ dot(p2,x2), dot(p3,x3) ) );\n\
144
227
  }\n\
228
+ \n\
145
229
  float czm_snoise(vec4 v)\n\
146
230
  {\n\
147
- const vec4 C = vec4( 0.138196601125011,\n\
148
- 0.276393202250021,\n\
149
- 0.414589803375032,\n\
150
- -0.447213595499958);\n\
151
- #define F4 0.309016994374947451\n\
152
- vec4 i = floor(v + dot(v, vec4(F4)) );\n\
153
- vec4 x0 = v - i + dot(i, C.xxxx);\n\
154
- vec4 i0;\n\
155
- vec3 isX = step( x0.yzw, x0.xxx );\n\
156
- vec3 isYZ = step( x0.zww, x0.yyz );\n\
157
- i0.x = isX.x + isX.y + isX.z;\n\
158
- i0.yzw = 1.0 - isX;\n\
159
- i0.y += isYZ.x + isYZ.y;\n\
160
- i0.zw += 1.0 - isYZ.xy;\n\
161
- i0.z += isYZ.z;\n\
162
- i0.w += 1.0 - isYZ.z;\n\
163
- vec4 i3 = clamp( i0, 0.0, 1.0 );\n\
164
- vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n\
165
- vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\
166
- vec4 x1 = x0 - i1 + C.xxxx;\n\
167
- vec4 x2 = x0 - i2 + C.yyyy;\n\
168
- vec4 x3 = x0 - i3 + C.zzzz;\n\
169
- vec4 x4 = x0 + C.wwww;\n\
170
- i = _czm_mod289(i);\n\
171
- float j0 = _czm_permute( _czm_permute( _czm_permute( _czm_permute(i.w) + i.z) + i.y) + i.x);\n\
172
- vec4 j1 = _czm_permute( _czm_permute( _czm_permute( _czm_permute (\n\
173
- i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n\
174
- + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n\
175
- + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n\
176
- + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\
177
- vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\
178
- vec4 p0 = _czm_grad4(j0, ip);\n\
179
- vec4 p1 = _czm_grad4(j1.x, ip);\n\
180
- vec4 p2 = _czm_grad4(j1.y, ip);\n\
181
- vec4 p3 = _czm_grad4(j1.z, ip);\n\
182
- vec4 p4 = _czm_grad4(j1.w, ip);\n\
183
- vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
184
- p0 *= norm.x;\n\
185
- p1 *= norm.y;\n\
186
- p2 *= norm.z;\n\
187
- p3 *= norm.w;\n\
188
- p4 *= _czm_taylorInvSqrt(dot(p4,p4));\n\
189
- vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n\
190
- vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n\
191
- m0 = m0 * m0;\n\
192
- m1 = m1 * m1;\n\
193
- return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n\
194
- + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\
231
+ const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4\n\
232
+ 0.276393202250021, // 2 * G4\n\
233
+ 0.414589803375032, // 3 * G4\n\
234
+ -0.447213595499958); // -1 + 4 * G4\n\
235
+ \n\
236
+ // (sqrt(5) - 1)/4 = F4, used once below\n\
237
+ #define F4 0.309016994374947451\n\
238
+ \n\
239
+ // First corner\n\
240
+ vec4 i = floor(v + dot(v, vec4(F4)) );\n\
241
+ vec4 x0 = v - i + dot(i, C.xxxx);\n\
242
+ \n\
243
+ // Other corners\n\
244
+ \n\
245
+ // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n\
246
+ vec4 i0;\n\
247
+ vec3 isX = step( x0.yzw, x0.xxx );\n\
248
+ vec3 isYZ = step( x0.zww, x0.yyz );\n\
249
+ // i0.x = dot( isX, vec3( 1.0 ) );\n\
250
+ i0.x = isX.x + isX.y + isX.z;\n\
251
+ i0.yzw = 1.0 - isX;\n\
252
+ // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n\
253
+ i0.y += isYZ.x + isYZ.y;\n\
254
+ i0.zw += 1.0 - isYZ.xy;\n\
255
+ i0.z += isYZ.z;\n\
256
+ i0.w += 1.0 - isYZ.z;\n\
257
+ \n\
258
+ // i0 now contains the unique values 0,1,2,3 in each channel\n\
259
+ vec4 i3 = clamp( i0, 0.0, 1.0 );\n\
260
+ vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n\
261
+ vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\
262
+ \n\
263
+ // x0 = x0 - 0.0 + 0.0 * C.xxxx\n\
264
+ // x1 = x0 - i1 + 1.0 * C.xxxx\n\
265
+ // x2 = x0 - i2 + 2.0 * C.xxxx\n\
266
+ // x3 = x0 - i3 + 3.0 * C.xxxx\n\
267
+ // x4 = x0 - 1.0 + 4.0 * C.xxxx\n\
268
+ vec4 x1 = x0 - i1 + C.xxxx;\n\
269
+ vec4 x2 = x0 - i2 + C.yyyy;\n\
270
+ vec4 x3 = x0 - i3 + C.zzzz;\n\
271
+ vec4 x4 = x0 + C.wwww;\n\
272
+ \n\
273
+ // Permutations\n\
274
+ i = _czm_mod289(i); \n\
275
+ float j0 = _czm_permute( _czm_permute( _czm_permute( _czm_permute(i.w) + i.z) + i.y) + i.x);\n\
276
+ vec4 j1 = _czm_permute( _czm_permute( _czm_permute( _czm_permute (\n\
277
+ i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n\
278
+ + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n\
279
+ + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n\
280
+ + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n\
281
+ \n\
282
+ // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope\n\
283
+ // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\
284
+ vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\
285
+ \n\
286
+ vec4 p0 = _czm_grad4(j0, ip);\n\
287
+ vec4 p1 = _czm_grad4(j1.x, ip);\n\
288
+ vec4 p2 = _czm_grad4(j1.y, ip);\n\
289
+ vec4 p3 = _czm_grad4(j1.z, ip);\n\
290
+ vec4 p4 = _czm_grad4(j1.w, ip);\n\
291
+ \n\
292
+ // Normalise gradients\n\
293
+ vec4 norm = _czm_taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\
294
+ p0 *= norm.x;\n\
295
+ p1 *= norm.y;\n\
296
+ p2 *= norm.z;\n\
297
+ p3 *= norm.w;\n\
298
+ p4 *= _czm_taylorInvSqrt(dot(p4,p4));\n\
299
+ \n\
300
+ // Mix contributions from the five corners\n\
301
+ vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n\
302
+ vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n\
303
+ m0 = m0 * m0;\n\
304
+ m1 = m1 * m1;\n\
305
+ return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n\
306
+ + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\
195
307
  }\n\
308
+ \n\
309
+ ///////////////////////////////////////////////////////////////////////////////\n\
310
+ \n\
311
+ /**\n\
312
+ * @license\n\
313
+ * Cellular noise (\"Worley noise\") in 2D in GLSL.\n\
314
+ * Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.\n\
315
+ * This code is released under the conditions of the MIT license.\n\
316
+ * See LICENSE file for details.\n\
317
+ */\n\
318
+ \n\
319
+ //#ifdef GL_OES_standard_derivatives\n\
320
+ // #extension GL_OES_standard_derivatives : enable\n\
321
+ //#endif \n\
322
+ //\n\
323
+ //float aastep (float threshold , float value)\n\
324
+ //{\n\
325
+ // float afwidth = 0.7 * length ( vec2 ( dFdx ( value ), dFdy ( value )));\n\
326
+ // return smoothstep ( threshold - afwidth , threshold + afwidth , value );\n\
327
+ //}\n\
328
+ \n\
329
+ // Permutation polynomial: (34x^2 + x) mod 289\n\
196
330
  vec3 _czm_permute289(vec3 x)\n\
197
331
  {\n\
198
- return mod((34.0 * x + 1.0) * x, 289.0);\n\
332
+ return mod((34.0 * x + 1.0) * x, 289.0);\n\
199
333
  }\n\
334
+ \n\
335
+ /**\n\
336
+ * DOC_TBA\n\
337
+ *\n\
338
+ * Implemented by Stefan Gustavson, and distributed under the MIT License. {@link http://openglinsights.git.sourceforge.net/git/gitweb.cgi?p=openglinsights/openglinsights;a=tree;f=proceduraltextures}\n\
339
+ *\n\
340
+ * @name czm_cellular\n\
341
+ * @glslFunction\n\
342
+ *\n\
343
+ * @see Stefan Gustavson's chapter, <i>Procedural Textures in GLSL</i>, in <a href=\"http://www.openglinsights.com/\">OpenGL Insights</a>.\n\
344
+ */ \n\
200
345
  vec2 czm_cellular(vec2 P)\n\
346
+ // Cellular noise, returning F1 and F2 in a vec2.\n\
347
+ // Standard 3x3 search window for good F1 and F2 values\n\
348
+ {\n\
349
+ #define K 0.142857142857 // 1/7\n\
350
+ #define Ko 0.428571428571 // 3/7\n\
351
+ #define jitter 1.0 // Less gives more regular pattern\n\
352
+ vec2 Pi = mod(floor(P), 289.0);\n\
353
+ vec2 Pf = fract(P);\n\
354
+ vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
355
+ vec3 of = vec3(-0.5, 0.5, 1.5);\n\
356
+ vec3 px = _czm_permute289(Pi.x + oi);\n\
357
+ vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13\n\
358
+ vec3 ox = fract(p*K) - Ko;\n\
359
+ vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
360
+ vec3 dx = Pf.x + 0.5 + jitter*ox;\n\
361
+ vec3 dy = Pf.y - of + jitter*oy;\n\
362
+ vec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared\n\
363
+ p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23\n\
364
+ ox = fract(p*K) - Ko;\n\
365
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
366
+ dx = Pf.x - 0.5 + jitter*ox;\n\
367
+ dy = Pf.y - of + jitter*oy;\n\
368
+ vec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared\n\
369
+ p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33\n\
370
+ ox = fract(p*K) - Ko;\n\
371
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
372
+ dx = Pf.x - 1.5 + jitter*ox;\n\
373
+ dy = Pf.y - of + jitter*oy;\n\
374
+ vec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared\n\
375
+ // Sort out the two smallest distances (F1, F2)\n\
376
+ vec3 d1a = min(d1, d2);\n\
377
+ d2 = max(d1, d2); // Swap to keep candidates for F2\n\
378
+ d2 = min(d2, d3); // neither F1 nor F2 are now in d3\n\
379
+ d1 = min(d1a, d2); // F1 is now in d1\n\
380
+ d2 = max(d1a, d2); // Swap to keep candidates for F2\n\
381
+ d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller\n\
382
+ d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x\n\
383
+ d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz\n\
384
+ d1.y = min(d1.y, d1.z); // nor in d1.z\n\
385
+ d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.\n\
386
+ return sqrt(d1.xy);\n\
387
+ }\n\
388
+ \n\
389
+ /*\n\
390
+ \n\
391
+ // Cellular noise, returning F1 and F2 in a vec2 and the\n\
392
+ // 2D vectors to each of the two closest points in a vec4.\n\
393
+ // Standard 3x3 search window for good F1 and F2 values.\n\
394
+ void czm_cellular(in vec2 P, out vec2 F, out vec4 d1d2)\n\
201
395
  {\n\
202
- #define K 0.142857142857\n\
203
- #define Ko 0.428571428571\n\
204
- #define jitter 1.0\n\
205
- vec2 Pi = mod(floor(P), 289.0);\n\
206
- vec2 Pf = fract(P);\n\
207
- vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
208
- vec3 of = vec3(-0.5, 0.5, 1.5);\n\
209
- vec3 px = _czm_permute289(Pi.x + oi);\n\
210
- vec3 p = _czm_permute289(px.x + Pi.y + oi);\n\
211
- vec3 ox = fract(p*K) - Ko;\n\
212
- vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
213
- vec3 dx = Pf.x + 0.5 + jitter*ox;\n\
214
- vec3 dy = Pf.y - of + jitter*oy;\n\
215
- vec3 d1 = dx * dx + dy * dy;\n\
216
- p = _czm_permute289(px.y + Pi.y + oi);\n\
217
- ox = fract(p*K) - Ko;\n\
218
- oy = mod(floor(p*K),7.0)*K - Ko;\n\
219
- dx = Pf.x - 0.5 + jitter*ox;\n\
220
- dy = Pf.y - of + jitter*oy;\n\
221
- vec3 d2 = dx * dx + dy * dy;\n\
222
- p = _czm_permute289(px.z + Pi.y + oi);\n\
223
- ox = fract(p*K) - Ko;\n\
224
- oy = mod(floor(p*K),7.0)*K - Ko;\n\
225
- dx = Pf.x - 1.5 + jitter*ox;\n\
226
- dy = Pf.y - of + jitter*oy;\n\
227
- vec3 d3 = dx * dx + dy * dy;\n\
228
- vec3 d1a = min(d1, d2);\n\
229
- d2 = max(d1, d2);\n\
230
- d2 = min(d2, d3);\n\
231
- d1 = min(d1a, d2);\n\
232
- d2 = max(d1a, d2);\n\
233
- d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx;\n\
234
- d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx;\n\
235
- d1.yz = min(d1.yz, d2.yz);\n\
236
- d1.y = min(d1.y, d1.z);\n\
237
- d1.y = min(d1.y, d2.x);\n\
238
- return sqrt(d1.xy);\n\
396
+ #define K 0.142857142857 // 1/7\n\
397
+ #define Ko 0.428571428571 // 3/7\n\
398
+ #define jitter 1.0 // Less gives more regular pattern\n\
399
+ vec2 Pi = mod(floor(P), 289.0);\n\
400
+ vec2 Pf = fract(P);\n\
401
+ vec3 oi = vec3(-1.0, 0.0, 1.0);\n\
402
+ vec3 of = vec3(-0.5, 0.5, 1.5);\n\
403
+ vec3 px = _czm_permute289(Pi.x + oi);\n\
404
+ vec3 p = _czm_permute289(px.x + Pi.y + oi); // p11, p12, p13\n\
405
+ vec3 ox = fract(p*K) - Ko;\n\
406
+ vec3 oy = mod(floor(p*K),7.0)*K - Ko;\n\
407
+ vec3 d1x = Pf.x + 0.5 + jitter*ox;\n\
408
+ vec3 d1y = Pf.y - of + jitter*oy;\n\
409
+ vec3 d1 = d1x * d1x + d1y * d1y; // d11, d12 and d13, squared\n\
410
+ p = _czm_permute289(px.y + Pi.y + oi); // p21, p22, p23\n\
411
+ ox = fract(p*K) - Ko;\n\
412
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
413
+ vec3 d2x = Pf.x - 0.5 + jitter*ox;\n\
414
+ vec3 d2y = Pf.y - of + jitter*oy;\n\
415
+ vec3 d2 = d2x * d2x + d2y * d2y; // d21, d22 and d23, squared\n\
416
+ p = _czm_permute289(px.z + Pi.y + oi); // p31, p32, p33\n\
417
+ ox = fract(p*K) - Ko;\n\
418
+ oy = mod(floor(p*K),7.0)*K - Ko;\n\
419
+ vec3 d3x = Pf.x - 1.5 + jitter*ox;\n\
420
+ vec3 d3y = Pf.y - of + jitter*oy;\n\
421
+ vec3 d3 = d3x * d3x + d3y * d3y; // d31, d32 and d33, squared\n\
422
+ // Sort out the two smallest distances (F1, F2)\n\
423
+ // While also swapping dx and dy accordingly\n\
424
+ vec3 comp3 = step(d2, d1);\n\
425
+ vec3 d1a = mix(d1, d2, comp3);\n\
426
+ vec3 d1xa = mix(d1x, d2x, comp3);\n\
427
+ vec3 d1ya = mix(d1y, d2y, comp3);\n\
428
+ d2 = mix(d2, d1, comp3); // Swap to keep candidates for F2\n\
429
+ d2x = mix(d2x, d1x, comp3);\n\
430
+ d2y = mix(d2y, d1y, comp3);\n\
431
+ \n\
432
+ comp3 = step(d3, d2);\n\
433
+ d2 = mix(d2, d3, comp3); // neither F1 nor F2 are now in d3\n\
434
+ d2x = mix(d2x, d3x, comp3);\n\
435
+ d2y = mix(d2y, d3y, comp3);\n\
436
+ \n\
437
+ comp3 = step(d2, d1a);\n\
438
+ d1 = mix(d1a, d2, comp3); // F1 is now in d1\n\
439
+ d1x = mix(d1xa, d2x, comp3);\n\
440
+ d1y = mix(d1ya, d2y, comp3);\n\
441
+ d2 = mix(d2, d1a, comp3); // Swap to keep candidates for F2\n\
442
+ d2x = mix(d2x, d1xa, comp3);\n\
443
+ d2y = mix(d2y, d1ya, comp3);\n\
444
+ \n\
445
+ float comp1 = step(d1.y, d1.x);\n\
446
+ d1.xy = mix(d1.xy, d1.yx, comp1); // Swap if smaller\n\
447
+ d1x.xy = mix(d1x.xy, d1x.yx, comp1);\n\
448
+ d1y.xy = mix(d1y.xy, d1y.yx, comp1);\n\
449
+ \n\
450
+ comp1 = step(d1.z, d1.x);\n\
451
+ d1.xz = mix(d1.xz, d1.zx, comp1); // F1 is in d1.x\n\
452
+ d1x.xz = mix(d1x.xz, d1x.zx, comp1);\n\
453
+ d1y.xz = mix(d1y.xz, d1y.zx, comp1);\n\
454
+ \n\
455
+ vec2 comp2 = step(d2.yz, d1.yz);\n\
456
+ d1.yz = mix(d1.yz, d2.yz, comp2); // F2 is now not in d2.yz\n\
457
+ d1x.yz = mix(d1x.yz, d2x.yz, comp2);\n\
458
+ d1y.yz = mix(d1y.yz, d2y.yz, comp2);\n\
459
+ \n\
460
+ comp1 = step(d1.z, d1.y);\n\
461
+ d1.y = mix(d1.y, d1.z, comp1); // nor in d1.z\n\
462
+ d1x.y = mix(d1x.y, d1x.z, comp1);\n\
463
+ d1y.y = mix(d1y.y, d1y.z, comp1);\n\
464
+ \n\
465
+ comp1 = step(d2.x, d1.y);\n\
466
+ d1.y = mix(d1.y, d2.x, comp1); // F2 is in d1.y, we're done.\n\
467
+ d1x.y = mix(d1x.y, d2x.x, comp1);\n\
468
+ d1y.y = mix(d1y.y, d2y.x, comp1);\n\
469
+ F = sqrt(d1.xy);\n\
470
+ d1d2 = vec4(d1x.x, d1y.x, d1x.y, d1y.y);\n\
239
471
  }\n\
472
+ \n\
473
+ */\n\
474
+ \n\
240
475
  #endif\n\
241
476
  ";
242
477
  });