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-rw-r--r--res/effectlib/flakeNoiseTexture.glsllib36
1 files changed, 36 insertions, 0 deletions
diff --git a/res/effectlib/flakeNoiseTexture.glsllib b/res/effectlib/flakeNoiseTexture.glsllib
new file mode 100644
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+++ b/res/effectlib/flakeNoiseTexture.glsllib
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+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 );
+}