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<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<link rel="icon" type="image/svg+xml" href="/vite.svg" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Procedural Planets</title>
<link rel="stylesheet" href="style.css">
</head>
<body>
<div id="app"></div>
<!-- SHADERS -->
<script type="x-shader/x-vertex" id="noise-functions">
const float PI = 3.14159265;
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
//
float simplex3(vec3 v) {
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
float fractal3(
vec3 v,
float sharpness,
float period,
float persistence,
float lacunarity,
int octaves
) {
float n = 0.0;
float a = 1.0; // Amplitude for current octave
float max_amp = 0.0; // Accumulate max amplitude so we can normalize after
float P = period; // Period for current octave
for(int i = 0; i < octaves; i++) {
n += a * simplex3(v / P);
a *= persistence;
max_amp += a;
P /= lacunarity;
}
// Normalize noise between [0.0, amplitude]
return n / max_amp;
}
float terrainHeight(
int type,
vec3 v,
float amplitude,
float sharpness,
float offset,
float period,
float persistence,
float lacunarity,
int octaves
) {
float h = 0.0;
if (type == 1) {
h = amplitude * simplex3(v / period);
} else if (type == 2) {
h = amplitude * fractal3(
v,
sharpness,
period,
persistence,
lacunarity,
octaves);
h = amplitude * pow(max(0.0, (h + 1.0) / 2.0), sharpness);
} else if (type == 3) {
h = fractal3(
v,
sharpness,
period,
persistence,
lacunarity,
octaves);
h = amplitude * pow(max(0.0, 1.0 - abs(h)), sharpness);
}
// Multiply by amplitude and adjust offset
return max(0.0, h + offset);
}
</script>
<script type="x-shader/x-vertex" id="planet-vert-shader">
attribute vec3 tangent;
// Terrain generation parameters
uniform int type;
uniform float radius;
uniform float amplitude;
uniform float sharpness;
uniform float offset;
uniform float period;
uniform float persistence;
uniform float lacunarity;
uniform int octaves;
// Bump mapping
uniform float bumpStrength;
uniform float bumpOffset;
varying vec3 fragPosition;
varying vec3 fragNormal;
varying vec3 fragTangent;
varying vec3 fragBitangent;
void main() {
// Calculate terrain height
float h = terrainHeight(
type,
position,
amplitude,
sharpness,
offset,
period,
persistence,
lacunarity,
octaves);
vec3 pos = position * (radius + h);
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
fragPosition = position;
fragNormal = normal;
fragTangent = tangent;
fragBitangent = cross(normal, tangent);
}
</script>
<script type="x-shader/x-fragment" id="planet-frag-shader">
// Terrain generation parameters
uniform int type;
uniform float radius;
uniform float amplitude;
uniform float sharpness;
uniform float offset;
uniform float period;
uniform float persistence;
uniform float lacunarity;
uniform int octaves;
// Layer colors
uniform vec3 color1;
uniform vec3 color2;
uniform vec3 color3;
uniform vec3 color4;
uniform vec3 color5;
// Transition points for each layer
uniform float transition2;
uniform float transition3;
uniform float transition4;
uniform float transition5;
// Amount of blending between each layer
uniform float blend12;
uniform float blend23;
uniform float blend34;
uniform float blend45;
// Bump mapping parameters
uniform float bumpStrength;
uniform float bumpOffset;
// Lighting parameters
uniform float ambientIntensity;
uniform float diffuseIntensity;
uniform float specularIntensity;
uniform float shininess;
uniform vec3 lightDirection;
uniform vec3 lightColor;
varying vec3 fragPosition;
varying vec3 fragNormal;
varying vec3 fragTangent;
varying vec3 fragBitangent;
void main() {
// Calculate terrain height
float h = terrainHeight(
type,
fragPosition,
amplitude,
sharpness,
offset,
period,
persistence,
lacunarity,
octaves);
vec3 dx = bumpOffset * fragTangent;
float h_dx = terrainHeight(
type,
fragPosition + dx,
amplitude,
sharpness,
offset,
period,
persistence,
lacunarity,
octaves);
vec3 dy = bumpOffset * fragBitangent;
float h_dy = terrainHeight(
type,
fragPosition + dy,
amplitude,
sharpness,
offset,
period,
persistence,
lacunarity,
octaves);
vec3 pos = fragPosition * (radius + h);
vec3 pos_dx = (fragPosition + dx) * (radius + h_dx);
vec3 pos_dy = (fragPosition + dy) * (radius + h_dy);
// Recalculate surface normal post-bump mapping
vec3 bumpNormal = normalize(cross(pos_dx - pos, pos_dy - pos));
// Mix original normal and bumped normal to control bump strength
vec3 N = normalize(mix(fragNormal, bumpNormal, bumpStrength));
// Normalized light direction (points in direction that light travels)
vec3 L = normalize(-lightDirection);
// View vector from camera to fragment
vec3 V = normalize(cameraPosition - pos);
// Reflected light vector
vec3 R = normalize(reflect(L, N));
float diffuse = diffuseIntensity * max(0.0, dot(N, -L));
// https://ogldev.org/www/tutorial19/tutorial19.html
float specularFalloff = clamp((transition3 - h) / transition3, 0.0, 1.0);
float specular = max(0.0, specularFalloff * specularIntensity * pow(dot(V, R), shininess));
float light = ambientIntensity + diffuse + specular;
// Blender colors layer by layer
vec3 color12 = mix(
color1,
color2,
smoothstep(transition2 - blend12, transition2 + blend12, h));
vec3 color123 = mix(
color12,
color3,
smoothstep(transition3 - blend23, transition3 + blend23, h));
vec3 color1234 = mix(
color123,
color4,
smoothstep(transition4 - blend34, transition4 + blend34, h));
vec3 finalColor = mix(
color1234,
color5,
smoothstep(transition5 - blend45, transition5 + blend45, h));
gl_FragColor = vec4(light * finalColor * lightColor, 1.0);
}
</script>
<script type="x-shader/x-vertex" id="atmosphere-vert-shader">
attribute float size;
varying vec3 fragPosition;
void main() {
gl_PointSize = size;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
fragPosition = (modelMatrix * vec4(position, 1.0)).xyz;
}
</script>
<script type="x-shader/x-fragment" id="atmosphere-frag-shader">
uniform float time;
uniform float speed;
uniform float opacity;
uniform float density;
uniform float scale;
uniform vec3 lightDirection;
uniform vec3 color;
uniform sampler2D pointTexture;
varying vec3 fragPosition;
vec2 rotateUV(vec2 uv, float rotation) {
float mid = 0.5;
return vec2(
cos(rotation) * (uv.x - mid) + sin(rotation) * (uv.y - mid) + mid,
cos(rotation) * (uv.y - mid) - sin(rotation) * (uv.x - mid) + mid
);
}
void main() {
vec3 R = normalize(fragPosition);
vec3 L = normalize(lightDirection);
float light = max(0.05, dot(R, L));
float n = simplex3((time * speed) + fragPosition / scale);
float alpha = opacity * clamp(n + density, 0.0, 1.0);
vec2 rotCoords = rotateUV(gl_PointCoord, n);
gl_FragColor = vec4(light * color, alpha) * texture2D(pointTexture, gl_PointCoord);
}
</script>
<script type="module" src="/scripts/main.js"></script>
</body>
</html>