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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'; 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_])