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@ -2,38 +2,31 @@
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// Terrain Generation
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// ============================
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// todo: look into https://www.shadertoy.com/view/ltfSzr
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fn permute(x: vec3<f32>) -> vec3<f32> {
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return (((x * 34.0) + 1.0) * x) % 289.0;
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}
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fn snoise(v: vec2<f32>) -> f32 {
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let C: vec4<f32> = vec4<f32>(0.211324865405187, 0.366025403784439,
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-0.577350269189626, 0.024390243902439);
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var i = floor(v + dot(v, C.yy) );
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var x0 = v - i + dot(i, C.xx);
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var i1: vec2<f32>;
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i1 = select(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0), (x0.x > x0.y));
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var x12 = x0.xyxy + C.xxzz;
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x12.x = x12.x - i1.x;
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x12.y = x12.y - i1.y;
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i = i % 289.0;
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var p = permute( permute( i.y + vec3<f32>(0.0, i1.y, 1.0 ))
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+ i.x + vec3<f32>(0.0, i1.x, 1.0 ));
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var m = max(0.5 - vec3<f32>(dot(x0,x0), dot(x12.xy,x12.xy),
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dot(x12.zw,x12.zw)), vec3<f32>(0.0));
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m = m*m;
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m = m*m;
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var x = 2.0 * fract(p * C.www) - 1.0;
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var h = abs(x) - 0.5;
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var ox = floor(x + 0.5);
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var a0 = x - ox;
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m = m * (1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h));
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var g: vec3<f32>;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.y = a0.y * x12.x + h.y * x12.y;
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g.z = a0.z * x12.z + h.z * x12.w;
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return 130.0 * dot(m, g);
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// https://gist.github.com/munrocket/236ed5ba7e409b8bdf1ff6eca5dcdc39
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// MIT License. © Ian McEwan, Stefan Gustavson, Munrocket
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// - Less condensed implementation with comments can be found at https://weber.itn.liu.se/~stegu/jgt2012/article.pdf
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fn permute3(x: vec3<f32>) -> vec3<f32> { return (((x * 34.) + 1.) * x) % vec3<f32>(289.); }
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fn snoise2(v: vec2<f32>) -> f32 {
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let C = vec4<f32>(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
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var i: vec2<f32> = floor(v + dot(v, C.yy));
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let x0 = v - i + dot(i, C.xx);
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// I flipped the condition here from > to < as it fixed some artifacting I was observing
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var i1: vec2<f32> = select(vec2<f32>(1., 0.), vec2<f32>(0., 1.), (x0.x < x0.y));
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var x12: vec4<f32> = x0.xyxy + C.xxzz - vec4<f32>(i1, 0., 0.);
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i = i % vec2<f32>(289.);
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let p = permute3(permute3(i.y + vec3<f32>(0., i1.y, 1.)) + i.x + vec3<f32>(0., i1.x, 1.));
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var m: vec3<f32> = max(0.5 -
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vec3<f32>(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3<f32>(0.));
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m = m * m;
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m = m * m;
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let x = 2. * fract(p * C.www) - 1.;
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let h = abs(x) - 0.5;
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let ox = floor(x + 0.5);
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let a0 = x - ox;
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m = m * (1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h));
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let g = vec3<f32>(a0.x * x0.x + h.x * x0.y, a0.yz * x12.xz + h.yz * x12.yw);
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return 130. * dot(m, g);
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}
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@ -47,7 +40,7 @@ fn fbm(p: vec2<f32>) -> f32 {
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let rot = mat2x2<f32>(cs.x, cs.y, -cs.y, cs.x);
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for (var i=0u; i<NUM_OCTAVES; i=i+1u) {
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v = v + a * snoise(x);
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v = v + a * snoise2(x);
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x = rot * x * 2.0 + shift;
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a = a * 0.5;
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}
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@ -181,14 +174,28 @@ fn vs_main(
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// [[group(2), binding(3)]]
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// var s_normal: sampler;
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fn color23(p: vec2<f32>) -> vec3<f32> {
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return vec3<f32>(
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snoise2(p) * 0.5 + 0.5,
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snoise2(p + vec2<f32>(23., 32.,)) * 0.5 + 0.5,
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snoise2(p + vec2<f32>(-43., 3.)) * 0.5 + 0.5,
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);
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}
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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var color = smoothStep(vec3<f32>(0.0), vec3<f32>(0.1), fract(in.world_pos));
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color = mix(vec3<f32>(0.5, 0.1, 0.7), vec3<f32>(0.2, 0.2, 0.2), vec3<f32>(color.x * color.y * color.z));
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let uv = in.world_pos.xz;
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let i = floor(uv / 256.);
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color = color23(i);
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let f = fbm(uv) * 0.5 + 0.5;
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// let f = (in.world_pos.y + 10.) * 0.1;
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color = color * f;
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// color = vec3<f32>(fract(uv), 0.5);
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// let v = terrain_point(uv);
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// color = vec3<f32>(in.clip_position.z);
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return vec4<f32>(color, 1.0);
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