struct Params { seed: u32, layers: u32, roughness: f32, scale: f32, } struct LookParams { origin: vec3f, radius: f32, } struct Vertex { @location(0) screen: vec2f, @location(1) dir: vec3f, } struct Varying { @location(0) dir: vec3f, @builtin(position) screen: vec4f, } @group(0) @binding(0) var params: LookParams; @vertex fn on_vertex(in: Vertex) -> Varying { return Varying(in.dir, vec4(in.screen, 0.0, 1.0)); } @fragment fn on_fragment(in: Varying) -> @location(0) vec4f { let point = params.origin + params.radius * normalize(in.dir); let sharp_area = perlin_noise(Params(1, 3, 0.9, 2.0), 0.1 * point); let sharp_base = perlin_noise(Params(1, 6, 0.9, 2.0), 0.1 * point); let cloud_base = perlin_noise(Params(2, 8, 0.6, 2.0), 0.1 * point); let sharp_detail = structured_noise(Params(11, 8, 3.0, 2.0), point); let cloud_detail1 = perlin_noise(Params(12, 8, 0.7, 2.0), point); let cloud_detail2 = perlin_noise(Params(13, 8, 0.7, 2.0), point); let dust = sharp_noise(Params(21, 8, 0.9, 2.0), point); let stars = sharp_noise(Params(22, 8, 2.7, 2.0), point); let cloud = exp(5.0 * (cloud_base - 1.0)); let cloud1 = cloud * (2.0 + cloud_detail1); let cloud2 = cloud * (2.0 + cloud_detail2); let tint = clamp(sharp_area - 0.2, 0.0, 0.3) / 0.3 * max(0.0, sharp_base - 0.3) * max(0.0, cloud_base + 0.3) * max(0.0, sharp_detail); return vec4( // dust * vec3(0.0, 0.3, 0.0) + // max(0.0, sin(stars - 1.5) * vec3(0.3, 0.2, 0.1) + // max(0.0, stars - 2.0) * vec3(0.3, 0.5, 2.0) + cloud1 * vec3(0.1, 0.2, 1.0) + cloud2 * vec3(0.1, 0.3, 0.7) + tint * vec3(4.0, 0.0, 0.4) + max(0.0, tint - 0.1) * vec3(0.0, 4.0, 0.0), 1.0); } fn sharp_noise(params: Params, point: vec3f) -> f32 { var result = 1.0; var hscale = 1.0; var seed = params.seed; for (var layer = 0u; layer < params.layers; layer++) { result *= pow(4.0 * abs(perlin_layer(seed, hscale * point)), params.roughness); hscale *= params.scale; seed = hash(seed); } return result; } fn structured_noise(params: Params, point: vec3f) -> f32 { var result = 1.0; var hscale = 1.0; var seed = params.seed; for (var layer = 0u; layer < params.layers; layer++) { result *= pow(clamp(1. + perlin_layer(seed, hscale * point), 0., 1.), params.roughness); hscale *= params.scale; seed = hash(seed); } return result; } fn perlin_noise(params: Params, point: vec3f) -> f32 { var result = 0.0; var hscale = 1.0; var vscale = 1.0; var seed = params.seed; for (var layer = 0u; layer < params.layers; layer++) { result += vscale * perlin_layer(seed, hscale * point); hscale *= params.scale; vscale *= params.roughness; seed = hash(seed); } return result; } fn perlin_layer(seed: u32, coords: vec3f) -> f32 { let s = split(coords); var ret = 0.0; for (var i = 0u; i < 2; i++) { for (var j = 0u; j < 2; j++) { for (var k = 0u; k < 2; k++) { ret += part(seed, s, vec3u(i, j, k)); } } } return ret; } fn part(seed: u32, pos: Split, off: vec3u) -> f32 { let base_vec = base(seed, pos.int + off); let to_node = vec3f(off) - pos.frac; let base_val = dot(base_vec, to_node); let scale = smoothstep(vec3(0.0), vec3(1.0), 1.0 - abs(to_node)); return scale.x * scale.y * scale.z * base_val; } fn base(base_seed: u32, key: vec3u) -> vec3f { var seed = hash(hash(hash(hash(base_seed) ^ key.x) ^ key.y) ^ key.z); return rand_sphere(&seed); } struct Split { int: vec3u, frac: vec3f, } fn split(val: vec3f) -> Split { let int = floor(val); return Split(vec3u(vec3i(int)), val - int); } fn hash(key : u32) -> u32 { var v = key; v *= 0xb384af1bu; v ^= v >> 15u; return v; } fn rand(state: ptr) -> u32 { *state = hash(*state); return *state; } fn rand_float(state: ptr) -> f32 { return f32(rand(state)) / 0x1p32; } fn rand_sphere(state: ptr) -> vec3f { for (var k = 0; k < 16; k++) { let v = vec3f(rand_float(state), rand_float(state), rand_float(state)) - 0.5; let l = length(v); if (length(v) <= 0.5) { return v / l; } } return vec3f(0.0); // safeguard }