#include float alt_at(vec2 pos) { 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); } vec3 lod_pos(vec2 v_pos) { vec2 hpos = focus_pos.xy + splay(v_pos, 4.0) * 100000.0; return vec3(hpos, alt_at(hpos)); } 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 )); } vec3 lod_col(vec2 pos) { 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; }