add mouseMovement
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73
index.html
73
index.html
@@ -50,9 +50,9 @@
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float octavedPerlinNoise(vec3 P,int octaves,float persistence) {
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float total = 0.0;
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float frequency = 128.0;
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float amplitude = 4.0;
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float amplitude = 1.0;
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float maxValue = 0.0;
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for(int i = 0; i < 8; i++) {
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for(int i = 0; i < 6; i++) {
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total += noise((P*frequency)) * amplitude;
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maxValue += amplitude;
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@@ -78,10 +78,10 @@
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}
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void main(void) {
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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.007+uTime*0.00005,uTime*0.00005),8,2.0); //Should be scaled along arbitary axis
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float n = octavedPerlinNoise(vec3(gl_FragCoord.x*0.001,gl_FragCoord.y*0.003+uTime*0.00005,uTime*0.00005),8,2.6); //Should be scaled along arbitary axis
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//float n = noise(vec3(gl_FragCoord.xy*0.01,uTime));
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//vec3 cloudEffect = clouds(gl_FragCoord.x*0.005, gl_FragCoord.y*0.005);
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vec3 color = n + (vec3(1., 1., 1.)/2.); //Scales the height off the waves (/8.0)
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vec3 color = vec3(n) + (vec3(1., 1., 1.)/2.); //Scales the height off the waves (/8.0)
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gl_FragColor = vec4(color,1.0);
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}
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</script>
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@@ -95,23 +95,57 @@
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<script id="default-fs" type="x-shader/x-fragment">
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precision mediump float;
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varying vec3 v_normal;
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varying vec3 v_fragPos;
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varying vec2 v_uv;
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vec3 lightPos = vec3(0.,-1.,10.);
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uniform sampler2D displace_map;
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vec3 lightPos = vec3(0.,0.,10.); //should be an directional light
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vec3 lightColor = vec3(1.0,1.0,1.0);
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//using forward difference
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//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
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void main(void) {
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//gl_FragColor = vec4(0.0,0.0,1.0-v_height,1.0);
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vec4 displace = texture2D(displace_map, v_uv);
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//calculate normal
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float gridPointDelta = 1. / 256.;
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x);
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x);
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vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x);
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vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x);
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vec3 norm = normalize(v_normal);
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//vec3 tangent = normalize(right - currPoint);
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//vec3 biTangent = normalize(up - currPoint);
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vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
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vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
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//vec3 normal = biTangent;
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vec3 normal = cross(tangent, biTangent);
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vec3 norm = normalize(normal);
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vec3 lightDir = normalize(lightPos- v_fragPos);
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float diff = max(dot(norm,lightDir),0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
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//gl_FragColor = vec4(v_normal,1.0);
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gl_FragColor = vec4(result,1.0);
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//Old lightning
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//vec3 toCameraVector = v_fragPos - vec3(0.,0.,0.);
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//vec3 reflec = normalize(reflect(toCameraVector, normal));
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//Schlicks approximation to Fresnelfactor
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//float n1 = 1., n2 = 1.33333;
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//float R0 = pow((n1-n2)/(n1+n2), 2.);
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//float fresnel = R0 + (1. - R0)*pow((1.-dot(normal,reflec)),5.) ;
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//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
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//vec3 lightColor = vec3(1.,1.,1.);
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//gl_FragColor = vec4(mix(waterColor, vec3(1.,1.,1.),fresnel).xyz, 1.);
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//gl_FragColor = vec4(result,1.0);
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//gl_FragColor = vec4(normal,1.0);
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gl_FragColor = vec4(displace.xyz,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
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}
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</script>
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<script id="default-vs" type="x-shader/x-vertex">
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@@ -122,9 +156,7 @@
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uniform float uTime;
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uniform sampler2D displace_map;
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//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
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//using forward difference
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varying vec3 v_normal;
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varying vec2 v_uv;
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varying vec3 v_fragPos;
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void main(void) {
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@@ -132,20 +164,7 @@
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vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
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gl_Position = projection * worldPos;
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v_fragPos = worldPos.xyz;
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//calculate normal
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float gridPointDelta = 1. / (128. + 1.);
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 nextPoint = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(positionAttr.x + gridPointDelta,positionAttr.y)).x);
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vec3 biNormal = normalize(nextPoint - currPoint);
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vec3 upperPoint = vec3(0.0,gridPointDelta,texture2D(displace_map,vec2(positionAttr.x,positionAttr.y+gridPointDelta)).x);
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vec3 biTangent = normalize(upperPoint - currPoint);
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//v_normal = binormDelta;
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v_normal = cross(biNormal, biTangent);
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v_uv = positionAttr.xy;
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}
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</script>
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<script id="texture-fs" type="x-shader/x-fragment">
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