diff --git a/src/net/torvald/terrarum/weather/WeatherMixer.kt b/src/net/torvald/terrarum/weather/WeatherMixer.kt index 85d2f9cc1..a8cbc2996 100644 --- a/src/net/torvald/terrarum/weather/WeatherMixer.kt +++ b/src/net/torvald/terrarum/weather/WeatherMixer.kt @@ -240,6 +240,12 @@ internal object WeatherMixer : RNGConsumer { shaderBlendMax.setUniform2fv("skyboxUV1", uvs, 0, 2) shaderBlendMax.setUniform2fv("skyboxUV2", uvs, 2, 2) shaderBlendMax.setUniformf("astrumScroll", astrumOffX, astrumOffY + astrumY) + shaderBlendMax.setUniformf("randomNumber", + (world.worldTime.TIME_T.plus(31L) xor 1453L + 31L).and(1023).toFloat(), + (world.worldTime.TIME_T.plus(37L) xor 862L + 31L).and(1023).toFloat(), + (world.worldTime.TIME_T.plus(37L) xor 1639L + 29L).and(1023).toFloat(), + (world.worldTime.TIME_T.plus(37L) xor 2971L + 41L).and(1023).toFloat(), + ) batch.color = Color.WHITE batch.draw(tex, 0f, gradY, App.scr.wf, gH, 0f, 0f, 1f, 1f) diff --git a/src/shaders/blendSkyboxStars.frag b/src/shaders/blendSkyboxStars.frag index 2fafbf84a..8d00101d2 100644 --- a/src/shaders/blendSkyboxStars.frag +++ b/src/shaders/blendSkyboxStars.frag @@ -17,21 +17,107 @@ uniform vec2 drawOffset; // value of the 'gradY' uniform vec2 drawOffsetSize; // value of the 'gradH' uniform vec2 skyboxUV1; // (u, v) for the skybox drawing uniform vec2 skyboxUV2; // (u2, v2) for the skybox drawing -uniform vec2 tex1Size = vec2(4096.0, 4096.0); -uniform vec2 astrumScroll = vec2(0.0, 0.0); +uniform vec2 tex1Size = vec2(4096.0); +uniform vec2 astrumScroll = vec2(0.0); +uniform vec4 randomNumber = vec4(0.0); +vec3 mod289(vec3 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec2 mod289(vec2 x) { + return x - floor(x * (1.0 / 289.0)) * 289.0; +} + +vec3 permute(vec3 x) { + return mod289(((x*34.0)+10.0)*x); +} + +float snoise(vec2 v) +{ + const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 + 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) + -0.577350269189626, // -1.0 + 2.0 * C.x + 0.024390243902439); // 1.0 / 41.0 + // First corner + vec2 i = floor(v + dot(v, C.yy) ); + vec2 x0 = v - i + dot(i, C.xx); + + // Other corners + vec2 i1; + //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 + //i1.y = 1.0 - i1.x; + i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); + // x0 = x0 - 0.0 + 0.0 * C.xx ; + // x1 = x0 - i1 + 1.0 * C.xx ; + // x2 = x0 - 1.0 + 2.0 * C.xx ; + vec4 x12 = x0.xyxy + C.xxzz; + x12.xy -= i1; + + // Permutations + i = mod289(i); // Avoid truncation effects in permutation + 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 ; + + // Gradients: 41 points uniformly over a line, mapped onto a diamond. + // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) + + 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; + + // Normalise gradients implicitly by scaling m + // Approximation of: m *= inversesqrt( a0*a0 + h*h ); + m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); + + // Compute final noise value at P + vec3 g; + g.x = a0.x * x0.x + h.x * x0.y; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; + return (65.0 * dot(m, g)) + 0.5; +} + +vec4 snoise4(vec2 v) { + return vec4( + snoise(v + randomNumber.xy), + snoise(v + randomNumber.zw), + snoise(v + randomNumber.xz), + snoise(v + randomNumber.yw) + ); +} + +vec4 random(vec2 p) { + vec2 K1 = vec2( + 23.14069263277926, // e^pi (Gelfond's constant) + 2.665144142690225 // 2^sqrt(2) (Gelfond-Schneider constant) + ); + return vec4( + fract(cos(dot(p + randomNumber.xy, K1)) * 12345.6789), + fract(cos(dot(p + randomNumber.zw, K1)) * 12345.6789), + fract(cos(dot(p + randomNumber.xz, K1)) * 12345.6789), + fract(cos(dot(p + randomNumber.yw, K1)) * 12345.6789) + ); +} // TODO the "grain" needs to be larger // draw call to this function must use UV coord of (0,0,1,1)! void main(void) { vec2 skyboxTexCoord = mix(skyboxUV1, skyboxUV2, v_texCoords); vec2 astrumTexCoord = (v_texCoords * drawOffsetSize + drawOffset + astrumScroll) / tex1Size; + vec4 randomness = snoise4(gl_FragCoord.xy * 0.16) * 2.0; // multiply by 2 so that the "density" of the stars would be same as the non-random version + vec4 colorTex0 = texture(u_texture, skyboxTexCoord); - vec4 colorTex1 = texture(tex1, astrumTexCoord); + vec4 colorTex1 = texture(tex1, astrumTexCoord) * randomness; fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy; // fragColor = colorTex1; +// fragColor = randomness * boolean.yyyx + boolean.xxxy; } \ No newline at end of file