diff options
Diffstat (limited to 'res/effectlib/flakeNoiseTexture.glsllib')
-rw-r--r-- | res/effectlib/flakeNoiseTexture.glsllib | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/res/effectlib/flakeNoiseTexture.glsllib b/res/effectlib/flakeNoiseTexture.glsllib new file mode 100644 index 0000000..95efdd6 --- /dev/null +++ b/res/effectlib/flakeNoiseTexture.glsllib @@ -0,0 +1,36 @@ +texture_return flakeNoiseTexture( in texture_coordinate_info uvw, in float intensity, in float scale, in float density ) +{ + vec3 tex = uvw.position / scale; + vec3 grad = miNoise( tex ).xyz; + + // displace coordinate according to noise value + tex += 2.0f * grad; + + // then use only integer coordinates, to make flakes transients harder and not wobbly + vec4 noise = miNoise( floor( tex ) ); + float s = pow( noise.w, 1.0f / density ) * intensity; + + texture_return tr; + tr.tint = vec3( noise.x, noise.y, noise.z ); + tr.mono = clamp(s, 0.0, 1.0); + return( tr ); +} + + +texture_return flakeNoiseAndBumpTexture( in texture_coordinate_info uvw, in float scale, in float intensity, in float density, float strength, in vec3 normal ) +{ + vec3 tex = uvw.position / scale; + vec3 grad = miNoise( tex ).xyz; + + // displace coordinate according to noise value + tex += 2.0f * grad; + + // then use only integer coordinates, to make flakes transients harder and not wobbly + vec4 noise = miNoise( round( tex ) ); + float s = pow( noise.w, 1.0f / density ) * intensity; + + texture_return tr; + tr.tint = normalize( normal/strength + ( uvw.tangent_u * grad.x + uvw.tangent_v * grad.y + normal * abs( grad.z ) ) ); + tr.mono = s; + return( tr ); +} |