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-rw-r--r--res/effectlib/perlinNoiseBumpTexture.glsllib18
1 files changed, 18 insertions, 0 deletions
diff --git a/res/effectlib/perlinNoiseBumpTexture.glsllib b/res/effectlib/perlinNoiseBumpTexture.glsllib
new file mode 100644
index 0000000..66204c7
--- /dev/null
+++ b/res/effectlib/perlinNoiseBumpTexture.glsllib
@@ -0,0 +1,18 @@
+vec3 perlinNoiseBumpTexture( in texture_coordinate_info uvw, in float factor, in float size, in bool applyMarble
+ , in bool applyDent, in float noisePhase, in int noiseLevels, in bool absoluteNoise, in vec3 noiseDistortion
+ , in float noiseThresholdHigh, in float noiseThresholdLow, in float noiseBands, in vec3 normal )
+{
+ float delta = 0.1 / noiseBands;
+ vec3 pos = uvw.position / size;
+
+ float r0 = perlinNoise( pos, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+ float r1 = perlinNoise( pos + delta * uvw.tangent_u, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+ float r2 = perlinNoise( pos + delta * uvw.tangent_v, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+ float r3 = perlinNoise( pos + delta * normal, noisePhase, noiseLevels, noiseDistortion, absoluteNoise
+ , applyMarble, applyDent, noiseBands, noiseThresholdLow, noiseThresholdHigh );
+
+ return( normalize( normal - factor * ( ( r1 - r0 ) * uvw.tangent_u + ( r2 - r0 ) * uvw.tangent_v + ( r3 - r0 ) * normal ) ) );
+}