planettech
Version:
Toolkit for creating real 3D planets that can be transtioned from ground to sky.
92 lines (74 loc) • 2.88 kB
JavaScript
import * as NODE from 'three/nodes';
import {wgslFn} from 'three/nodes';
export const defualtLight = wgslFn( `
fn defualtLight( normalMap:vec4<f32>, lightPosition:vec3<f32>, cP:vec3<f32> ) -> vec3<f32> {
let lightDirection = normalize(lightPosition - normalMap.xyz);
let diff = max(dot(normalize(normalMap.rgb), (lightDirection)), 0.0);
return vec3<f32>(diff);
}
` );
export const permute_4_ = wgslFn(`
fn permute_4_(x: vec4<f32>) -> vec4<f32> {
return ((x * 34. + 1.) * x) % vec4<f32>(289.);
}`)
export const taylor_inv_sqrt_4_ = wgslFn(`
fn taylor_inv_sqrt_4_(r: vec4<f32>) -> vec4<f32> {
return 1.79284291400159 - 0.85373472095314 * r;
}
`)
export const snoise3D = wgslFn(`
fn simplex_noise_3d(v: vec3<f32>) -> f32 {
let C = vec2(1. / 6., 1. / 3.);
let D = vec4(0., 0.5, 1., 2.);
// first corner
var i = floor(v + dot(v, C.yyy));
let x0 = v - i + dot(i, C.xxx);
// other corners
let g = step(x0.yzx, x0.xyz);
let l = 1. - g;
let i1 = min(g.xyz, l.zxy);
let i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0. + 0. * C
let x1 = x0 - i1 + 1. * C.xxx;
let x2 = x0 - i2 + 2. * C.xxx;
let x3 = x0 - 1. + 3. * C.xxx;
// permutations
i = i % vec3(289.);
let p = permute_4_(permute_4_(permute_4_(
i.z + vec4(0., i1.z, i2.z, 1.)) +
i.y + vec4(0., i1.y, i2.y, 1.)) +
i.x + vec4(0., i1.x, i2.x, 1.)
);
// gradients (NxN points uniformly over a square, mapped onto an octahedron)
let n_ = 1. / 7.; // N=7
let ns = n_ * D.wyz - D.xzx;
let j = p - 49. * floor(p * ns.z * ns.z); // mod(p, N*N)
let x_ = floor(j * ns.z);
let y_ = floor(j - 7. * x_); // mod(j, N)
let x = x_ * ns.x + ns.yyyy;
let y = y_ * ns.x + ns.yyyy;
let h = 1. - abs(x) - abs(y);
let b0 = vec4(x.xy, y.xy);
let b1 = vec4(x.zw, y.zw);
let s0 = floor(b0) * 2. + 1.;
let s1 = floor(b1) * 2. + 1.;
let sh = -step(h, vec4(0.));
let a0 = b0.xzyw + s0.xzyw * sh.xxyy;
let a1 = b1.xzyw + s1.xzyw * sh.zzww;
var p0 = vec3(a0.xy, h.x);
var p1 = vec3(a0.zw, h.y);
var p2 = vec3(a1.xy, h.z);
var p3 = vec3(a1.zw, h.w);
// normalize gradients
let norm = taylor_inv_sqrt_4_(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 = p0 * norm.x;
p1 = p1 * norm.y;
p2 = p2 * norm.z;
p3 = p3 * norm.w;
// mix final noise value
var m = 0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3));
m = max(m, vec4(0.));
m *= m;
return 42. * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
`,[permute_4_,taylor_inv_sqrt_4_])