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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 );
}
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