#version 330 core in vec3 vertexPosition; in vec3 vertexNormal; out EyeSpaceVertex { vec3 position; vec3 normal; } vs_out; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; uniform float time; uniform float amplitude = 1.0; uniform float lambda = 20.0; uniform float period = 15.0; // // Description : Array and textureless GLSL 3D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : ijm // Lastmod : 20110409 (stegu) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // vec4 permute( vec4 x ) { return mod(((x*34.0)+1.0)*x, 289.0); } 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); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners 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 ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); 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 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) 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 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; 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); //Normalise gradients 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; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } float height( const in vec3 pos ) { // Perturb the y position by a wave function in (x, t) const float twoPi = 2.0 * 3.14159; float k = twoPi / lambda; float omega = twoPi / period; float y = amplitude * sin( k * pos.x - omega * time ); // Further perturb by a noise function y += snoise( 0.27 * vec3( 0.4 * pos.x, 3.0, 2.0 * pos.z - 0.5 * time ) ); return y; } void main() { // Calculate y value based upon input coordinates and time vec3 pos = vertexPosition; pos.y = height( pos ); // Estimate normal vector by calculating the y value at small offsets // and then taking the cross product of the differences float offset = 0.5; vec3 posOffsetX = vertexPosition + vec3( offset, 0.0, 0.0 ); posOffsetX.y = height( posOffsetX ); vec3 posOffsetZ = vertexPosition + vec3( 0.0, 0.0, offset ); posOffsetZ.y = height( posOffsetZ ); vec3 dydx = posOffsetX - pos; vec3 dydz = posOffsetZ - pos; vec3 normal = cross( dydz, dydx ); // Transform the position and normal to eye space for lighting vs_out.normal = normalize( modelViewNormal * normal ); vs_out.position = vec3( modelView * vec4( pos, 1.0 ) ); gl_Position = mvp * vec4( pos, 1.0 ); }