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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 THREE from 'three' //https://github.com/ashima/webgl-noise/blob/master/src/noise3Dgrad.glsl export const snoise3D = ` vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 permute(vec4 x) { return mod289(((x*34.0)+10.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } 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); } ` // Gradient noise courtesy of Inigo Quilez // https://iquilezles.org/articles/gradientnoise/ export const valueNoise = ` vec3 hash( vec3 p ) // this hash is not production ready, please { // replace this by something better p = vec3( dot(p,vec3(127.1,311.7, 74.7)), dot(p,vec3(269.5,183.3,246.1)), dot(p,vec3(113.5,271.9,124.6))); return -1.0 + 2.0*fract(sin(p)*43758.5453123); } // returns 3D value noise (in .x) and its derivatives (in .yzw) vec4 noised( in vec3 x ) { // grid vec3 i = floor(x); vec3 f = fract(x); // quintic interpolant vec3 u = f*f*f*(f*(f*6.0-15.0)+10.0); vec3 du = 30.0*f*f*(f*(f-2.0)+1.0); // gradients vec3 ga = hash( i+vec3(0.0,0.0,0.0) ); vec3 gb = hash( i+vec3(1.0,0.0,0.0) ); vec3 gc = hash( i+vec3(0.0,1.0,0.0) ); vec3 gd = hash( i+vec3(1.0,1.0,0.0) ); vec3 ge = hash( i+vec3(0.0,0.0,1.0) ); vec3 gf = hash( i+vec3(1.0,0.0,1.0) ); vec3 gg = hash( i+vec3(0.0,1.0,1.0) ); vec3 gh = hash( i+vec3(1.0,1.0,1.0) ); // projections float va = dot( ga, f-vec3(0.0,0.0,0.0) ); float vb = dot( gb, f-vec3(1.0,0.0,0.0) ); float vc = dot( gc, f-vec3(0.0,1.0,0.0) ); float vd = dot( gd, f-vec3(1.0,1.0,0.0) ); float ve = dot( ge, f-vec3(0.0,0.0,1.0) ); float vf = dot( gf, f-vec3(1.0,0.0,1.0) ); float vg = dot( gg, f-vec3(0.0,1.0,1.0) ); float vh = dot( gh, f-vec3(1.0,1.0,1.0) ); // interpolations return vec4( va + u.x*(vb-va) + u.y*(vc-va) + u.z*(ve-va) + u.x*u.y*(va-vb-vc+vd) + u.y*u.z*(va-vc-ve+vg) + u.z*u.x*(va-vb-ve+vf) + (-va+vb+vc-vd+ve-vf-vg+vh)*u.x*u.y*u.z, // value ga + u.x*(gb-ga) + u.y*(gc-ga) + u.z*(ge-ga) + u.x*u.y*(ga-gb-gc+gd) + u.y*u.z*(ga-gc-ge+gg) + u.z*u.x*(ga-gb-ge+gf) + (-ga+gb+gc-gd+ge-gf-gg+gh)*u.x*u.y*u.z + // derivatives du * (vec3(vb,vc,ve) - va + u.yzx*vec3(va-vb-vc+vd,va-vc-ve+vg,va-vb-ve+vf) + u.zxy*vec3(va-vb-ve+vf,va-vb-vc+vd,va-vc-ve+vg) + u.yzx*u.zxy*(-va+vb+vc-vd+ve-vf-vg+vh) )); } `; // Gradient noise courtesy of Inigo Quilez // https://iquilezles.org/articles/gradientnoise/ export const valueNoisefbm = ` vec4 valueNoisefbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) { vec4 accumulator = vec4(0, 0, 0, 0); float amplitude = 1.0; float frequency = 1.0; for (int i = 0; i < noiseOctaves; i++) { vec4 noise = amplitude * noised(samplePos * frequency); noise.yzw *= frequency; accumulator += noise; amplitude *= persistence; frequency *= lacunarity; } return accumulator; } ` export const cellularNoisefbm = ` vec4 cellularNoisefbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) { vec4 accumulator = vec4(0, 0, 0, 0); float amplitude = 1.0; float frequency = 1.0; for (int i = 0; i < noiseOctaves; i++) { vec4 noise = amplitude * Cellular3D_Deriv(samplePos * frequency); noise.yzw *= frequency; accumulator += noise; amplitude *= persistence; frequency *= lacunarity; } return accumulator; } ` export const Hermite3D_Derivfbm = ` vec4 Hermite3D_Derivfbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) { vec4 accumulator = vec4(0, 0, 0, 0); float amplitude = 1.0; float frequency = 1.0; for (int i = 0; i < noiseOctaves; i++) { vec4 noise = amplitude * Hermite3D_Deriv(samplePos * frequency); noise.yzw *= frequency; accumulator += noise; amplitude *= persistence; frequency *= lacunarity; } return accumulator; } ` export const simplexNoisefbm = ` vec4 simplexNoisefbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) { vec4 accumulator = vec4(0, 0, 0, 0); float amplitude = 1.0; float frequency = 1.0; for (int i = 0; i < noiseOctaves; i++) { vec4 noise = amplitude * snoise(samplePos * frequency,vec3(0.)); noise.yzw *= frequency; accumulator += noise; amplitude *= persistence; frequency *= lacunarity; } return accumulator; } ` export const basisFunctions = ` void sphereBasis(in vec3 cubePosition, inout vec3 tangent, out vec3 normal) { float scale = dot(cubePosition, cubePosition); normal = cubePosition/sqrt(scale); tangent = normalize(tangent * scale - cubePosition * dot(tangent, cubePosition)); }`; export const terrainFunctions = ` // Returns tangent space terrain normal in xyz and height in w. vec4 genTerrain(vec3 cubePosition, bool worldSpace) { float heightScale = 0.1; vec3 tangent = modelMatrix[0].xyz; vec3 sphereNormal; sphereBasis(cubePosition, tangent, sphereNormal); samplePos = sphereNormal; vec4 noise; noise = combinedNoise(); float height = noise.x ; vec3 gradient = noise.yzw; vec3 onSphere = gradient - dot(sphereNormal, gradient) * sphereNormal; vec3 terrainNormal = normalize(sphereNormal - onSphere * heightScale); if (worldSpace) { return vec4(terrainNormal, height); } else { vec3 bitangent = cross(sphereNormal, tangent); mat3 tbn = mat3(tangent, bitangent, sphereNormal); vec3 tspaceNormal = transpose(tbn) * terrainNormal; return vec4(tspaceNormal, height); } }` export const simplexPerlinNoiseFBm = ` float simplexPerlinNoiseFBm(vec3 v_, float seed_, float scale_,float persistance_,float lacunarity_,float redistribution_,int octaves_, int iteration_,bool terbulance_, bool ridge_ ) { vec3 v = v_; v += (seed_ * 100.0); float persistance = persistance_; float lacunarity = lacunarity_; float redistribution = redistribution_; int octaves = octaves_; bool terbulance = terbulance_; bool ridge = terbulance_ && ridge_; float result = 0.0; float amplitude = 1.0; float frequency = 1.0; float maximum = amplitude; for (int i = 0; i < iteration_; i++) { if (i >= octaves) break; vec3 p = v * frequency * scale_; float noiseVal = SimplexPerlin3D(p); if (terbulance) noiseVal = abs(noiseVal); if (ridge) noiseVal = -1.0 * noiseVal; result += noiseVal * amplitude; frequency *= lacunarity; amplitude *= persistance; maximum += amplitude; } float redistributed = pow(result, redistribution); return redistributed / maximum; } `