#version 330 core
#define GLSL_VERSION 3.00
#define PI 3.14159265359
out vec4 FragColor;
//in vec3 FragPos;
in vec3 ourNormal;
in vec2 TexCoord;
//in float time;
//in float height;
//in float scale;
uniform vec3 data; // time offset scale
uniform int viewport_width;
uniform int viewport_height;
//uniform sampler2D texture1;
//uniform vec3 sunPos;
//uniform vec3 moonPos;
// Simple 2D noise function
float noise3(vec2 p) {
// A basic pseudo-random function (not true Perlin noise, but sufficient for perturbation)
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
// Smooth noise by interpolation (optional enhancement)
float smoothNoise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f); // Smoothstep
float a = noise3(i);
float b = noise3(i + vec2(1.0, 0.0));
float c = noise3(i + vec2(0.0, 1.0));
float d = noise3(i + vec2(1.0, 1.0));
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
void main() {
//vec2 uv = gl_FragCoord.xy / vec2(viewport_width,viewport_height);
//height = scale + sin(TexCoord.x * 1.0) * 0.5;
//vec3 resultColor = vec3(1.0, 1.0, 1.0);
// Calculate UV coordinates based on position
//vec2 uv = TexCoord.xy / (1000.0 * min(1.0, 1.0)); // max w/h view
//vec2 uv = TexCoord.xy * 25.0; // max w/h view
//float inv=1.0-(height * .1);
//vec3 pos = position;
// Calculate relative position to origin
//float wlev=data.y-1.1;
float wlev=0.0;
float phase=data.x;
float scale=128.0;
//-- // Example: Day-night cycle
//-- float light = 0.5 + 0.5 * sin(uTime); // 0 to 1 over 86400 seconds
//--
//-- // Example: Cloud movement
//-- vec2 cloudOffset = vec2(sin(uTime), cos(uTime)) * 0.5;
//--
//-- // Example: Star twinkle every 10 seconds
float twinkleSpeed = 86400.0 / 1;
//-- float twinkle = sin(uTime * twinkleSpeed);
//float time = sin(phase * twinkleSpeed);
float time = phase / (2.0 * 3.14159) * twinkleSpeed;
///vec2 flame_uv = uv + vec2(0.0, offset_y);
//ivec2 iTexCoord = ivec2(TexCoord.x, TexCoord.y);
vec2 iTexCoord = vec2(TexCoord.x, TexCoord.y) * scale;
//iTexCoord -= scale/2;
vec2 vertexPosition = iTexCoord * (scale + sin(iTexCoord.x * 1.0) * 0.5);
vec3 sPos = vec3(0.0, wlev, 0.0);
sPos.x = vertexPosition.x;
sPos.y = vertexPosition.y; // Assuming z is your second axis
//sPos.y += sin(iTexCoord.x * 50.0 + time) * 0.2; // Example height with animation
////vec2 vertexPosition = iTexCoord * (scale + sin(iTexCoord.x * 1.0) * 0.5);
////vec3 pos = vPos;
////pos.x = vertexPosition.x;
////pos.z = vertexPosition.y; // Assuming z is your second axis
////// Compute height (modify this to match your exact logic)
////height = sin(iTexCoord.x * 1.0) * 0.5; // Example height, adjust as needed
// Wave parameters: directions, frequencies, speeds, amplitudes
vec2 dirs[4] = vec2[](
vec2(1.0, 0.0), // Horizontal waves
vec2(0.0, 1.0), // Vertical waves
normalize(vec2(1.0, 1.0)), // Diagonal waves (45°)
normalize(vec2(-1.0, 1.0)) // Diagonal waves (135°)
);
float freqs[4] = float[](2.0, 2.0, 3.0, 3.0); // Frequencies (waves per unit)
float speeds[4] = float[](1.0, 1.2, 1.5, 1.3); // Speeds (phase shift per second)
float amps[4] = float[](0.2, 0.2, 0.1, 0.1); // Amplitudes (wave height)
// Compute base wave height with cross waves
float height = 0.0;
for (int i = 0; i < 4; i++) {
float phase = dot(dirs[i], iTexCoord) * freqs[i] + time * speeds[i];
height += amps[i] * sin(phase);
}
// Add noise to perturb the UV coordinates for irregularity
float noiseValue = smoothNoise(iTexCoord + vec2(time * 0.1, time * 0.05));
vec2 uvPerturbed = iTexCoord + vec2(noiseValue * 0.1, noiseValue * 0.1);
// Recompute height with perturbed UVs for more natural waves
height = 0.0;
for (int i = 0; i < 4; i++) {
float phase = dot(dirs[i], uvPerturbed) * freqs[i] + time * speeds[i];
height += amps[i] * sin(phase);
}
// Optional: Add small-scale noise directly to height
height += 0.05 * smoothNoise(iTexCoord * 5.0 + vec2(time * 0.2));
// Displace the vertex along the y-axis (assuming y-up)
sPos.z += height;
//pos.y += height;
// Compute approximate normal using finite differences
//float eps = 0.01;
//float h1 = 0.0, h2 = 0.0;
//for (int i = 0; i < 4; i++) {
// h1 += amps[i] * sin(dot(dirs[i], uvPerturbed + vec2(eps, 0.0)) * freqs[i] + time * speeds[i]);
// h2 += amps[i] * sin(dot(dirs[i], uvPerturbed + vec2(0.0, eps)) * freqs[i] + time * speeds[i]);
//}
//vec3 dx = vec3(eps, h1 - height, 0.0);
//vec3 dz = vec3(0.0, h2 - height, eps);
//float aNormal = normalize(cross(dz, dx));
FragColor = vec4(height, 0.0, 0.0, 1.0);
}
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