#include uniform sampler2D t_map; vec2 pos_to_uv(vec2 pos) { vec2 uv_pos = pos / 32768.0; return vec2(uv_pos.x, 1.0 - uv_pos.y); } float alt_at(vec2 pos) { return texture(t_map, pos_to_uv(pos)).a * (1500.0); return 0.0 + pow(texture(t_noise, pos * 0.00005).x * 1.4, 3.0) * 1000.0 + texture(t_noise, pos * 0.001).x * 100.0 + texture(t_noise, pos * 0.003).x * 30.0; } vec2 splay(vec2 pos, float e) { return pos * pow(length(pos), e); } float splay_scale(vec2 pos, float e) { return distance(splay(pos, e), splay(pos + 0.001, e)) * 500000.0; } vec3 lod_pos(vec2 v_pos) { vec2 hpos = focus_pos.xy + splay(v_pos, 5.0) * 1000000.0; float splay = splay_scale(v_pos, 5.0); return vec3(hpos, ( alt_at(hpos + vec2(-1, 1) * splay) + alt_at(hpos + vec2(1, 1) * splay) + alt_at(hpos + vec2(1, -1) * splay) + alt_at(hpos + vec2(-1, -1) * splay) ) / 4.0); } vec3 lod_norm(vec2 pos) { float alt00 = alt_at(pos); float alt10 = alt_at(pos + vec2(100, 0)); float alt01 = alt_at(pos + vec2(0, 100)); float slope = abs(alt00 - alt10) + abs(alt00 - alt01); return normalize(vec3( (alt00 - alt10) / 100, (alt00 - alt01) / 100, 100 / (slope + 0.00001) // Avoid NaN )); } vec3 lod_col(vec2 pos) { return texture(t_map, pos_to_uv(pos)).rgb; vec3 warmth = mix( vec3(0.05, 0.4, 0.1), vec3(0.5, 0.4, 0.0), (texture(t_noise, pos * 0.0002).x - 0.5) * 2.0 + 0.5 ); vec3 color = mix( warmth, vec3(0.3, 0.3, 0.4), alt_at(pos) / 1200.0 ); return color; }