Thomas Leroy
Thomas LEROY
uniform vec4 u_noiseScale;
uniform vec4 u_elevation;
uniform float u_time;
varying vec3 vert_pos;
vec3 permute(vec3 x)
{
return mod(((x*34.0)+1.0)*x, 289.0);
}
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy),
dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
void main()
{
vec4 pos = modelMatrix * vec4(position, 1.0);
float far = max(0.0, -pos.z) / 400.0;
float y1 = snoise(vec2(pos.x, pos.z-u_time) * u_noiseScale.x) * u_elevation.x;
float y2 = snoise(vec2(pos.x, pos.z-u_time) * u_noiseScale.y) * u_elevation.y;
float y3 = snoise(vec2(pos.x, pos.z-u_time) * u_noiseScale.z) * u_elevation.z;
float y4 = snoise(vec2(pos.x, pos.z-u_time) * u_noiseScale.w) * u_elevation.w;
pos.y += y1 + y2 + y3 + y4 + 20.0 * (far * far);
gl_Position = projectionMatrix * viewMatrix * pos;
vert_pos = pos.xyz;
}
varying vec3 vert_pos;
void main()
{
float f = min(abs(vert_pos.z), 400.0) / 400.0;
vec3 color1 = vec3(0, 0.015, 0.20);
vec3 color2 = vec3(1);
gl_FragColor = vec4(mix(color1, color2, pow(f, 5.0 * (1.0 - f*f))), 1.0);
}
varying vec3 vert_pos;
varying vec3 vert_normal;
void main()
{
vec4 pos = modelMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * viewMatrix * pos;
vert_pos = pos.xyz;
vert_normal = normal;
}
uniform vec3 u_color;
varying vec3 vert_pos;
void main()
{
vec3 color = u_color;
float a = 1.0 - (min(max(0.0, vert_pos.y - 100.0), 550.0) / 550.0);
gl_FragColor = vec4(mix(color, vec3(1), a), 1.0);
}
uniform vec3 u_color;
varying vec3 vert_pos;
varying vec3 vert_normal;
void main()
{
vec3 color = u_color;
float a = min(abs(vert_pos.z), 300.0) / 300.0;
float f = pow(a, 4.0 * (1.0 - a*a));
// lighting
float d = 0.7 + dot(normalize(vert_normal), normalize(-vec3(0.1, -1, 0.1))) * 0.3;
gl_FragColor = vec4(mix(color * d, vec3(1), f), 1.0);
}
uniform vec3 u_color;
uniform float u_time;
varying vec3 vert_pos;
varying vec3 vert_normal;
void main()
{
vec3 color = u_color;
float a = min(abs(vert_pos.z), 300.0) / 300.0;
float f = pow(a, 4.0 * (1.0 - a*a));
// lighting
float d = 0.5 + dot(normalize(vert_normal), normalize(-vec3(0.0, 0.0, -1.0))) * 0.5;
d *= ((sin(u_time) + 1.0) * 0.5);
gl_FragColor = vec4(mix(color * d, vec3(1), f), 1.0);
}