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2 Commits
5e97ff8eca
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ad9515d8d6
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| ad9515d8d6 | |||
| a4642c0e9f |
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@ -22,14 +22,15 @@ fn on_vertex(in: Vertex) -> Varying {
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@fragment
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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let sharp_area = perlin_noise(Params(1, 3, 0.9, 2.0), 0.1 * in.world);
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let point = 30. * (normalize(in.world + vec3(0., 0., 30.)) - vec3(0., 0., 1.));
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let sharp_base = perlin_noise(Params(1, 6, 0.9, 2.0), 0.1 * in.world);
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let sharp_area = perlin_noise(Params(1, 3, 0.9, 2.0), 0.1 * point);
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let cloud_base = perlin_noise(Params(2, 8, 0.6, 2.0), 0.1 * in.world);
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let sharp_base = perlin_noise(Params(1, 6, 0.9, 2.0), 0.1 * point);
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let sharp_detail = structured_noise(Params(11, 8, 3.0, 2.0), in.world);
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let cloud_base = perlin_noise(Params(2, 8, 0.6, 2.0), 0.1 * point);
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let cloud_detail1 = perlin_noise(Params(12, 8, 0.7, 2.0), in.world);
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let sharp_detail = structured_noise(Params(11, 8, 3.0, 2.0), point);
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let cloud_detail2 = perlin_noise(Params(13, 8, 0.7, 2.0), in.world);
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let cloud_detail1 = perlin_noise(Params(12, 8, 0.7, 2.0), point);
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let dust = sharp_noise(Params(21, 8, 0.9, 2.0), in.world);
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let cloud_detail2 = perlin_noise(Params(13, 8, 0.7, 2.0), point);
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let stars = sharp_noise(Params(22, 8, 2.7, 2.0), in.world);
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let dust = sharp_noise(Params(21, 8, 0.9, 2.0), point);
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let stars = sharp_noise(Params(22, 8, 2.7, 2.0), point);
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let cloud = exp(5.0 * (cloud_base - 1.0));
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let cloud = exp(5.0 * (cloud_base - 1.0));
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let cloud1 = cloud * (2.0 + cloud_detail1);
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let cloud1 = cloud * (2.0 + cloud_detail1);
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@ -137,12 +138,12 @@ fn rand_float(state: ptr<function, u32>) -> f32 {
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}
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}
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fn rand_sphere(state: ptr<function, u32>) -> vec3f {
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fn rand_sphere(state: ptr<function, u32>) -> vec3f {
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loop {
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for (var k = 0; k < 16; k++) {
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let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5;
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let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5;
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let l = length(v);
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let l = length(v);
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if (length(v) <= 0.5) {
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if (length(v) <= 0.5) {
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return v / l;
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return v / l;
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}
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}
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}
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}
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return vec3f(0.0); // unreachable
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return vec3f(0.0); // safeguard
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}
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}
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