CGI/exercise2/glsl/terrain.vert

58 lines
1.3 KiB
GLSL
Raw Normal View History

2018-11-28 11:20:57 +00:00
// This source code is property of the Computer Graphics and Visualization
2018-11-13 08:35:18 +00:00
// chair of the TU Dresden. Do not distribute!
// Copyright (C) CGV TU Dresden - All Rights Reserved
#version 330
in vec4 position;
uniform mat4 mvp;
//Returns the height of the procedural terrain at a given xz position
float getTerrainHeight(vec2 p);
void main()
{
gl_Position = mvp * position;
}
//source: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
float rand(vec2 c)
{
return 2 * fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453) - 1;
}
float perlinNoise(vec2 p )
{
vec2 ij = floor(p);
vec2 xy = p - ij;
//xy = 3.*xy*xy-2.*xy*xy*xy;
xy = .5*(1.-cos(3.1415926 * xy));
float a = rand((ij+vec2(0.,0.)));
float b = rand((ij+vec2(1.,0.)));
float c = rand((ij+vec2(0.,1.)));
float d = rand((ij+vec2(1.,1.)));
float x1 = mix(a, b, xy.x);
float x2 = mix(c, d, xy.x);
return mix(x1, x2, xy.y);
}
//based on https://www.seedofandromeda.com/blogs/58-procedural-heightmap-terrain-generation
float getTerrainHeight(vec2 p)
{
float total = 0.0;
float maxAmplitude = 0.0;
float amplitude = 1.0;
float frequency = 0.02;
for (int i = 0; i < 11; i++)
{
total += ((1.0 - abs(perlinNoise(p * frequency))) * 2.0 - 1.0) * amplitude;
frequency *= 2.0;
maxAmplitude += amplitude;
amplitude *= 0.45;
}
return 15 * total / maxAmplitude;
}