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#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 );
}