#version 430 layout(local_size_x = 1, local_size_y = 1) in; layout(rgba32f, binding = 0) uniform image2D texture; #define M_PI 3.14159265358979323846 // // Description : Array and textureless GLSL 2D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+10.0)*x); } float rawsnoise(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); // Other corners vec2 i1; //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; // Permutations i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } #define profile_id 0 #define profile_wave 1 #define profile_step 2 float profile(float x, int prof) { switch (prof) { case profile_id: return x; case profile_wave: return sin(x * M_PI * 2 * 4); case profile_step: return smoothstep(0.1, 0.4, 0.5 + 0.5 * x) * 2.0 - 1.0; } } float snoise(vec2 p, float persistence, int octaves, int prof) { float total = 0.0; float frequency = 1.0; float amplitude = 1.0; for (int i = 0; i < octaves; i++) { total += profile(rawsnoise(p * frequency - vec2(100 * i)), prof) * amplitude; frequency *= 2; amplitude *= persistence; } return total; } float overlay(float a, float b) { if (a < 0.5) return 2*a*b; else return 1-2*(1-a)*(1-b); } void main() { ivec2 pixelCoords = ivec2(gl_GlobalInvocationID.xy); vec2 coords = vec2(pixelCoords) / vec2(480); float bottom = mix(0.2, 0.8, 0.5 + 0.5 * snoise(coords * vec2(5.0, 0.4), 0.6, 11, profile_id)); float zebra = mix(0.2, 0.8, 0.5 + 0.5 * snoise(coords * vec2(2.5, 0.4) + vec2(123, 456), 0.5, 8, profile_wave)); float grains = 0.5 + 0.5 * snoise(coords * vec2(150, 10) + vec2(789, 420), 0.6, 8, profile_step); float factor = overlay(bottom, zebra) * grains; // normal, high contrast // vec3 dark = vec3(90, 47, 12) / 255; // vec3 light = vec3(171, 116, 52) / 255; vec3 light = vec3(0x59, 0x39, 0x2e) / 0xff; vec3 dark = vec3(0x39, 0x22, 0x1c) / 0xff; vec3 color = mix(dark, light, factor); imageStore(texture, pixelCoords, vec4(color, 1.0)); }