#include uniform sampler2D t_map; vec2 pos_to_uv(vec2 pos) { vec2 uv_pos = (pos + 16) / 32768.0; return vec2(uv_pos.x, 1.0 - uv_pos.y); } // textureBicubic from https://stackoverflow.com/a/42179924 vec4 cubic(float v) { vec4 n = vec4(1.0, 2.0, 3.0, 4.0) - v; vec4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return vec4(x, y, z, w) * (1.0/6.0); } vec4 textureBicubic(sampler2D sampler, vec2 texCoords) { vec2 texSize = textureSize(sampler, 0); vec2 invTexSize = 1.0 / texSize; texCoords = texCoords * texSize - 0.5; vec2 fxy = fract(texCoords); texCoords -= fxy; vec4 xcubic = cubic(fxy.x); vec4 ycubic = cubic(fxy.y); vec4 c = texCoords.xxyy + vec2 (-0.5, +1.5).xyxy; vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw); vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s; offset *= invTexSize.xxyy; vec4 sample0 = texture(sampler, offset.xz); vec4 sample1 = texture(sampler, offset.yz); vec4 sample2 = texture(sampler, offset.xw); vec4 sample3 = texture(sampler, offset.yw); float sx = s.x / (s.x + s.y); float sy = s.z / (s.z + s.w); return mix( mix(sample3, sample2, sx), mix(sample1, sample0, sx) , sy); } float alt_at(vec2 pos) { return texture(t_map, pos_to_uv(pos)).a * (1300.0) + 140.0; //+ (texture(t_noise, pos * 0.002).x - 0.5) * 64.0; 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) { return pos * pow(length(pos) * 0.5, 3.0); } vec3 lod_norm(vec2 pos) { const float SAMPLE_W = 32; float altx0 = alt_at(pos + vec2(-1, 0) * SAMPLE_W); float altx1 = alt_at(pos + vec2(1, 0) * SAMPLE_W); float alty0 = alt_at(pos + vec2(0, -1) * SAMPLE_W); float alty1 = alt_at(pos + vec2(0, 1) * SAMPLE_W); float slope = abs(altx1 - altx0) + abs(alty0 - alty1); return normalize(vec3( (altx0 - altx1) / SAMPLE_W, (alty0 - alty1) / SAMPLE_W, SAMPLE_W / (slope + 0.00001) // Avoid NaN )); } vec3 lod_pos(vec2 v_pos, vec2 focus_pos) { vec2 hpos = focus_pos.xy + splay(v_pos) * 1000000.0; // Remove spiking by "pushing" vertices towards local optima vec2 nhpos = hpos; for (int i = 0; i < 3; i ++) { nhpos -= lod_norm(hpos).xy * 15.0; } hpos = hpos + normalize(nhpos - hpos + 0.001) * min(length(nhpos - hpos), 32); return vec3(hpos, alt_at(hpos)); } vec3 lod_col(vec2 pos) { //return vec3(0, 0.5, 0); return textureBicubic(t_map, pos_to_uv(pos)).rgb; //+ (texture(t_noise, pos * 0.04 + texture(t_noise, pos * 0.005).xy * 2.0 + texture(t_noise, pos * 0.06).xy * 0.6).x - 0.5) * 0.1; }