port from perforce
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31
underwater4k/tex2.glsl_0_dbg
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31
underwater4k/tex2.glsl_0_dbg
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// Parameters from our host
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// x: #sceneid.#scenetime (float)
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// y: undefined
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// z: Snare drum intensity (amiga ball radius gain)
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// w: undefined
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uniform vec4 Z;
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uniform sampler2D V;
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float voronoi(vec2 p)
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{
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return (0.01 + ((.25*texture2D(V, p * 128.0).x) + texture2D(V, p * 32.0).x)) * smoothstep(0.25, 0.35, texture2D(V, p * 11).y * texture2D(V, p * 13).y);
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}
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float texnoise(vec2 p)
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{
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return texture2D(V, p).y;
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}
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float grass(vec2 p)
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{
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return texnoise(p * 57) * texnoise(p * 13) * 2.0;
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}
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void main()
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{
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vec2 x = gl_FragCoord.xy / Z.xy;
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float vrn = voronoi(x);
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float r = -0.16 + texnoise(x) * 0.3 + mix(grass(x)*.5, vrn, smoothstep(0.0, 0.05,vrn)) * 0.002; // This line creates one entire continent and a big ocean!
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gl_FragColor = vec4(r,r,r,1);
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}
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