/* global AFRAME */ AFRAME.registerShader('noise', { schema: { time: { type: 'time', is: 'uniform' }, color: { type: 'color', is: 'uniform', default: 'red' }, weight: { type: 'number', default: 1.0, is: 'uniform' } }, vertexShader: [ 'vec3 mod289(vec3 x)', '{', 'return x - floor(x * (1.0 / 289.0)) * 289.0;', '}', 'vec4 mod289(vec4 x)', '{', 'return x - floor(x * (1.0 / 289.0)) * 289.0;', '}', 'vec4 permute(vec4 x)', '{', 'return mod289(((x*34.0)+1.0)*x);', '}', 'vec4 taylorInvSqrt(vec4 r)', '{', 'return 1.79284291400159 - 0.85373472095314 * r;', '}', 'vec3 fade(vec3 t) {', 'return t*t*t*(t*(t*6.0-15.0)+10.0);', '}', '// Classic Perlin noise, periodic variant', 'float pnoise(vec3 P, vec3 rep)', '{', 'vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period', 'vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period', 'Pi0 = mod289(Pi0);', 'Pi1 = mod289(Pi1);', 'vec3 Pf0 = fract(P); // Fractional part for interpolation', 'vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0', 'vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);', 'vec4 iy = vec4(Pi0.yy, Pi1.yy);', 'vec4 iz0 = Pi0.zzzz;', 'vec4 iz1 = Pi1.zzzz;', 'vec4 ixy = permute(permute(ix) + iy);', 'vec4 ixy0 = permute(ixy + iz0);', 'vec4 ixy1 = permute(ixy + iz1);', 'vec4 gx0 = ixy0 * (1.0 / 7.0);', 'vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;', 'gx0 = fract(gx0);', 'vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);', 'vec4 sz0 = step(gz0, vec4(0.0));', 'gx0 -= sz0 * (step(0.0, gx0) - 0.5);', 'gy0 -= sz0 * (step(0.0, gy0) - 0.5);', 'vec4 gx1 = ixy1 * (1.0 / 7.0);', 'vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;', 'gx1 = fract(gx1);', 'vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);', 'vec4 sz1 = step(gz1, vec4(0.0));', 'gx1 -= sz1 * (step(0.0, gx1) - 0.5);', 'gy1 -= sz1 * (step(0.0, gy1) - 0.5);', 'vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);', 'vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);', 'vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);', 'vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);', 'vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);', 'vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);', 'vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);', 'vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);', 'vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));', 'g000 *= norm0.x;', 'g010 *= norm0.y;', 'g100 *= norm0.z;', 'g110 *= norm0.w;', 'vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));', 'g001 *= norm1.x;', 'g011 *= norm1.y;', 'g101 *= norm1.z;', 'g111 *= norm1.w;', 'float n000 = dot(g000, Pf0);', 'float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));', 'float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));', 'float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));', 'float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));', 'float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));', 'float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));', 'float n111 = dot(g111, Pf1);', 'vec3 fade_xyz = fade(Pf0);', 'vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);', 'vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);', 'float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); ', 'return 2.2 * n_xyz;', '}', 'float f( vec3 p ) {', 'return pnoise( vec3( p ), vec3( 10.0, 10.0, 10.0 ) );', '}', 'varying vec3 vNormal;', 'varying vec3 vReflect;', 'varying float ao;', 'uniform float time;', 'uniform float weight;', 'float fround( float value ) {', 'return floor( value + 0.5 );', '}', 'vec3 v3round( vec3 value ) {', 'return vec3( fround( value.x ), fround( value.y ), fround( value.z ) );', '}', 'void main() {', 'vec3 evNormal = normal;', 'vec3 aniNormal = 2.0 * evNormal + time / 1000.0;', 'float f0 = weight * f( aniNormal );', 'float fx = weight * f( aniNormal + vec3( .0001, 0.0, 0.0 ) );', 'float fy = weight * f( aniNormal + vec3( 0.0, .0001, 0.0 ) );', 'float fz = weight * f( aniNormal + vec3( 0.0, 0.0, .0001 ) );', 'vec3 modifiedNormal = normalize( evNormal - vec3( (fx - f0) / .0001, (fy - f0) / .0001, (fz - f0) / .0001 ) );', 'if( weight > 0.0 ) {', 'ao = f0 / weight;', '} else {', 'ao = 0.0;', '}', 'vNormal = modifiedNormal;', 'vec3 newPosition = position + f0 * evNormal;', 'vec3 nWorld = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * modifiedNormal );', 'vReflect = normalize( reflect( normalize( newPosition.xyz - cameraPosition ), nWorld ) );', 'gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );', '}' ].join('\n'), fragmentShader: [ 'varying vec3 vNormal;', 'varying vec3 vReflect;', 'varying float ao;', 'uniform vec3 color;', 'float PI = 3.14159265358979323846264;', 'void main() {', 'float yaw = .5 - atan( vReflect.z, - vReflect.x ) / ( 2.0 * PI );', 'float pitch = .5 - asin( vReflect.y ) / PI;', 'vec2 pos = vec2( yaw, pitch );', 'float diffuse_value1 = .0015 * max(dot(vNormal, vec3( -490.0, 29.8, -85.8 ) ), 0.0); ', 'float diffuse_value2 = .0005 * max(dot(vNormal, vec3( -460.0, 40.27, 187.4 ) ), 0.0); ', 'float diffuse_value3 = .0010 * max(dot(vNormal, vec3( 175.5, 30.04, 466.4 ) ), 0.0); ', 'float diffuse_value4 = .0005 * max(dot(vNormal, vec3( 466.0, 45.3, 172.9 ) ), 0.0); ', 'gl_FragColor = vec4( color - .15 * ao + .5 * vec3( diffuse_value1 + diffuse_value2 + diffuse_value3 + diffuse_value4 ), 1.0 );', '}' ].join('\n') });