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Chapter 07 Procedural Textures in GLSL/demo1/GL/glext.h
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This software is provided under the permissive "MIT license", | ||
as stated below. The license is officially approved by OSI as an | ||
open source license. It is less restrictive than e.g. the GPL in | ||
that it is compatible with closed-source commercial use without | ||
charge and without sharing modifications you make, but you need | ||
to give credit to the original authors wherever you use the code | ||
or derivatives of it. Credit does not necessarily have to be | ||
presented to every end-user of the software, but it should be | ||
present in the source code and in "about" pop-ups, program | ||
documentation and the like. You must also include a copy of the | ||
license and the copyright notice below in all your distributions. | ||
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||
The code is specifically not public domain, and you may not claim | ||
that you wrote it yourself, either explicitly by putting yourself | ||
down as the sole author of derivative work, or implicitly by | ||
removing the names of the original authors or the license terms. | ||
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||
You may share this code freely, but you must not sub-license it | ||
under a different license, neither a more nor a less restrictive | ||
one. If the MIT license does not suit your needs, you should | ||
contact the original authors to negotiate a different license. | ||
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||
---- | ||
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Copyright (C) 2011 by Stefan Gustavson and Ian McEwan | ||
([email protected], [email protected]) | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in | ||
all copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | ||
THE SOFTWARE. | ||
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---- |
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#Makefile for Windows mingw32, Linux and MacOSX (gcc environments) | ||
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Usage: | ||
@echo "Usage: make Win32 | Linux | MacOSX | clean | distclean" | ||
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Win32: | ||
gcc.exe -c shaderbench.c -o shaderbench.o -I. -IC:/Dev-Cpp/include -Wall -O3 -ffast-math -g3 | ||
gcc.exe shaderbench.o -o shaderbench.exe -L. -mwindows -lglfw -lopengl32 -lglu32 -mconsole -g3 | ||
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Linux: | ||
gcc -I. -I/usr/include shaderbench.c -lglfw -lGLU -o shaderbench | ||
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MacOSX: | ||
./bundle.sh shaderbench | ||
gcc -I. -I/usr/X11/include shaderbench.c -o shaderbench.app/Contents/MacOS/shaderbench -lglfw -framework Cocoa -framework OpenGL | ||
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clean: | ||
rm -f shaderbench.o | ||
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distclean: | ||
rm -rf shaderbench.o shaderbench shaderbench.exe shaderbench.app |
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This is the program used to benchmark various procedural shaders | ||
for the chapter "Procedural Textures in GLSL" for the book | ||
"OpenGL Insights" published by AK Peters in 2012. | ||
The book is copyrighted works subject to its own license | ||
from the publisher, but this source code is open and free, | ||
distributed under the MIT license. See LICENSE.txt for details. | ||
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A Makefile for GCC is included. Type "make" for instructions. | ||
Both the code and the Makefile were designed to work under | ||
Windows, MacOS X and Linux without changes, but the Makefile | ||
was written for GNU Make and GCC, even under Windows. If you | ||
want to use a different compiler or a different build system, | ||
you are on your own. | ||
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Compilation requires the free GLFW library. A GCC library | ||
archive file "libglfw.a" is distributed with the source, as | ||
allowed by the GLFW license. For details on GLFW, see | ||
http://http://www.glfw.org. | ||
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When running the program, press the number keys '1' through '8' | ||
to switch between different shaders. Shaders 1 and 2 are not | ||
procedural, but provide a baseline for comparison. Shaders 3 | ||
through 7 are purely procedural. Shader 8 uses a texture as | ||
input, and creates a strongly procedural pattern based on it. | ||
The view can be manipulated by the mouse. Drag to move, | ||
shift-drag to zoom and ctrl-drag to rotate. | ||
The program launches with shader 8 active, to look nice. | ||
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---- | ||
Stefan Gustavson ([email protected]), 2011-10-31 |
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Chapter 07 Procedural Textures in GLSL/demo1/cellular.vert
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#version 120 | ||
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varying vec2 vTexCoord2D; | ||
varying vec3 vTexCoord3D; | ||
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void main(void) { | ||
vTexCoord2D = gl_MultiTexCoord0.xy * 16.0; | ||
vTexCoord3D = gl_Vertex.xyz * 8.0; | ||
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | ||
} |
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Chapter 07 Procedural Textures in GLSL/demo1/fragment1.glsl
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// Procedural shading demo, Stefan Gustavson 2011. | ||
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uniform float time; | ||
uniform sampler2D teximage; | ||
varying vec2 dims; | ||
varying vec2 one; | ||
varying vec2 st; | ||
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void main( void ) | ||
{ | ||
gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0); | ||
} |
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Chapter 07 Procedural Textures in GLSL/demo1/fragment2.glsl
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// Procedural shading demo, Stefan Gustavson 2011. | ||
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uniform float time; | ||
uniform sampler2D teximage; | ||
varying vec2 dims; | ||
varying vec2 one; | ||
varying vec2 st; | ||
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void main( void ) | ||
{ | ||
gl_FragColor = texture2D(teximage, st); | ||
} |
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Chapter 07 Procedural Textures in GLSL/demo1/fragment3.glsl
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// Procedural shading demo, Stefan Gustavson 2011. | ||
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uniform float time; | ||
uniform sampler2D teximage; | ||
varying vec2 dims; | ||
varying vec2 one; | ||
varying vec2 st; | ||
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void main( void ) | ||
{ | ||
float pattern = smoothstep(0.3, 0.32, length(fract(5.0*st)-0.5)); | ||
gl_FragColor = vec4(pattern.xxx, 1.0); | ||
} |
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Chapter 07 Procedural Textures in GLSL/demo1/fragment4.glsl
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// Procedural shading demo, Stefan Gustavson 2011. | ||
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uniform float time; | ||
uniform sampler2D teximage; | ||
varying vec2 dims; | ||
varying vec2 one; | ||
varying vec2 st; | ||
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// Array- and textureless GLSL 3D simplex noise. | ||
// Author : Ian McEwan, Ashima Arts. Version: 20110822 | ||
// Copyright (C) 2011 Ashima Arts. All rights reserved. | ||
// Distributed under the MIT License. See LICENSE file. | ||
// https://github.com/ashima/webgl-noise | ||
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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)+1.0)*x); } | ||
vec4 taylorInvSqrt(vec4 r) { return 1.792843 - 0.853735 * r; } | ||
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float snoise(vec3 v) | ||
{ | ||
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; | ||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | ||
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// First corner | ||
vec3 i = floor(v + dot(v, C.yyy) ); | ||
vec3 x0 = v - i + dot(i, C.xxx) ; | ||
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// 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 ); | ||
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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 | ||
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// 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 )); | ||
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// 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; | ||
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | ||
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vec4 x_ = floor(j * ns.z); | ||
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | ||
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vec4 x = x_ *ns.x + ns.yyyy; | ||
vec4 y = y_ *ns.x + ns.yyyy; | ||
vec4 h = 1.0 - abs(x) - abs(y); | ||
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vec4 b0 = vec4( x.xy, y.xy ); | ||
vec4 b1 = vec4( x.zw, y.zw ); | ||
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vec4 s0 = floor(b0)*2.0 + 1.0; | ||
vec4 s1 = floor(b1)*2.0 + 1.0; | ||
vec4 sh = -step(h, vec4(0.0)); | ||
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | ||
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | ||
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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); | ||
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//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; | ||
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// Mix final noise value | ||
vec4 m = max(0.51 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | ||
m = m * m; | ||
return 93.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | ||
dot(p2,x2), dot(p3,x3) ) ); | ||
} | ||
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void main( void ) | ||
{ | ||
float n = snoise(vec3(10.0*st.s,10.0*st.t,60.0)); | ||
gl_FragColor = vec4(0.5*n.xxx + 0.5, 1.0); | ||
} |
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Chapter 07 Procedural Textures in GLSL/demo1/fragment5.glsl
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// Procedural shading demo, Stefan Gustavson 2011. | ||
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uniform float time; | ||
uniform sampler2D teximage; | ||
varying vec2 dims; | ||
varying vec2 one; | ||
varying vec2 st; | ||
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// Array- and textureless GLSL 3D simplex noise. | ||
// Author : Ian McEwan, Ashima Arts. Version: 20110822 | ||
// Copyright (C) 2011 Ashima Arts. All rights reserved. | ||
// Distributed under the MIT License. See LICENSE file. | ||
// https://github.com/ashima/webgl-noise | ||
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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)+1.0)*x); } | ||
vec4 taylorInvSqrt(vec4 r) { return 1.792843 - 0.853735 * r; } | ||
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float snoise(vec3 v) | ||
{ | ||
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; | ||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); | ||
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// First corner | ||
vec3 i = floor(v + dot(v, C.yyy) ); | ||
vec3 x0 = v - i + dot(i, C.xxx) ; | ||
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// 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 ); | ||
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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 | ||
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// 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 )); | ||
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// 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; | ||
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) | ||
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vec4 x_ = floor(j * ns.z); | ||
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) | ||
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vec4 x = x_ *ns.x + ns.yyyy; | ||
vec4 y = y_ *ns.x + ns.yyyy; | ||
vec4 h = 1.0 - abs(x) - abs(y); | ||
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vec4 b0 = vec4( x.xy, y.xy ); | ||
vec4 b1 = vec4( x.zw, y.zw ); | ||
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vec4 s0 = floor(b0)*2.0 + 1.0; | ||
vec4 s1 = floor(b1)*2.0 + 1.0; | ||
vec4 sh = -step(h, vec4(0.0)); | ||
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | ||
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | ||
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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); | ||
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//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; | ||
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// Mix final noise value | ||
vec4 m = max(0.51 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | ||
m = m * m; | ||
return 93.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | ||
dot(p2,x2), dot(p3,x3) ) ); | ||
} | ||
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void main( void ) | ||
{ | ||
float n = snoise(vec3(5.0*st,50.0)); | ||
n += 0.5*snoise(vec3(10.0*st,60.0)); | ||
n += 0.25*snoise(vec3(20.0*st,70.0)); | ||
n += 0.125*snoise(vec3(40.0*st,80.0)); | ||
n += 0.0625*snoise(vec3(80.0*st,90.0)); | ||
gl_FragColor = vec4(0.4*vec3(n) + 0.5, 1.0); | ||
} |
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