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planettech

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Toolkit for creating real 3D planets that can be transtioned from ground to sky.

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import * as NODE from 'three/nodes'; const mod289_vec3 = NODE.func( ` vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } `) const mod289_vec4 = NODE.func( ` vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } `) const permute = NODE.func( ` vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x); } `,[mod289_vec3,mod289_vec4]) const taylorInvSqrt = NODE.func( ` vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } `) export const snoise = NODE.func(` vec4 snoise(vec3 v, vec3 gradient) { 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 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); 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: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) 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 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; 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(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); vec4 m2 = m * m; vec4 m4 = m2 * m2; vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)); // Determine noise gradient vec4 temp = m2 * m * pdotx; gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3); gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3; gradient *= 105.0; float n = 105.0 * dot(m4, pdotx); return vec4(n,gradient); } `,[mod289_vec3,mod289_vec4,permute,taylorInvSqrt] ) export const lightv2 = NODE.func(` float lightv2(vec4 normalMap, vec3 lightPosition, vec3 cP) { vec3 lightDirection = normalize(lightPosition - normalMap.xyz); vec3 viewDirection = normalize(cP - normalMap.xyz); vec3 ambientColor = vec3(0.0, 0.0, 0.0); // Ambient light color vec3 diffuseColor = vec3(0.5, 0.5, 0.5); // Diffuse light color vec3 specularColor = vec3(0.0, 0.0, 0.0); // Specular light color float shininess = 0.0; // Material shininess factor // Ambient lighting calculation vec3 ambient = ambientColor; // Diffuse lighting calculation float diffuseIntensity = max(dot(normalMap.xyz, lightDirection), 0.0); vec3 diffuse = diffuseColor * diffuseIntensity; // Specular lighting calculation vec3 reflectionDirection = reflect(-lightDirection, normalMap.xyz); float specularIntensity = pow(max(dot(reflectionDirection, viewDirection), 0.0), shininess); vec3 specular = specularColor * specularIntensity; // Final lighting calculation vec3 finalColor = ambient + diffuse + specular; return clamp(dot(normalMap.xyz, lightDirection), 0.0, 1.0) * max(max(finalColor.r, finalColor.g), finalColor.b); } `) export const normals = NODE.func(` vec4 normals(vec4 grad,vec3 sampleDir){ vec3 gradient = grad.yzw; vec3 onSphere = gradient - dot(sampleDir, gradient) * sampleDir; vec3 normal = normalize(sampleDir - onSphere * .1); return vec4(normal,grad.x); } `) export const tangentSpace = NODE.func(` vec3 tangentSpace(vec4 tangent,vec3 norma, vec3 nmap){ vec3 _tangent = tangent.xyz; vec3 bitangent = normalize(cross(_tangent,norma)); mat3 TBN = mat3(_tangent,bitangent,(norma)); return (TBN*nmap); } `,) export const sdfbm = NODE.func(` vec4 fbmd( vec3 x, int octaves, bool t){ bool terbulance = t; bool ridg = t && true; const float scale = 1.5; float a = 0.0; float b = 0.5; float f = 1.0; vec3 d = vec3(0.0); for( int i=0; i<octaves; i++ ) { if (i >= octaves) break; vec4 n = snoise(f*x*scale,vec3(0.)); if (terbulance){ n= abs(n); } if (ridg){ n = -1.*n; } a += b*n.x; // accumulate values d += b*n.yzw*scale; // accumulate derivatives b *= 0.5; // amplitude decrease f *= 1.8; // frequency increase } return vec4( a, d ); } `,[snoise]) export const sdfbm2 = NODE.func(` vec4 fbm(vec3 samplePos,int octaves, float persistence, float lacunarity) { vec4 accumulator = vec4(0, 0, 0, 0); float amplitude = 1.0; float frequency = 1.0; for (int i = 0; i < octaves; i++) { vec4 noise = amplitude * snoise(samplePos * frequency,vec3(0.)); noise.yzw *= frequency; accumulator += noise; amplitude *= persistence; frequency *= lacunarity; } return accumulator; } `,[snoise])