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Classic-Noise#donotrunClassic-Noise
//
// GLSL textureless classic 2D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-08-22
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Distributed under the MIT license. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec2 fade(vec2 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
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;
}
vec4 fade(vec4 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec2 P)
{
vec

DE-kn8#donotrunDE-kn8
#info DE-RaytracerKn-0.9.12.frag: Original shader by syntopia. Modifications by knighty + Eiffie + ChrisJRodgers
#include "3DKn-1.0.4.frag"
#group Raytracer
// Distance to object at which raymarching stops.
uniform float Detail;slider[-7,-3.0,0];
// Lower this if the system is missing details
uniform float FudgeFactor;slider[0,1,1];
// Maximum number of raymarching steps.
uniform int MaxRaySteps; slider[0,350,10000]
uniform float MaxDistance;slider[0,20,1000];
// Can be used to remove banding
uniform float Dither;slider[0,0.75,1];
// Used to prevent normals from being evaluated inside objects.
uniform float NormalBackStep; slider[0,1,10]
uniform bool WangHash; checkbox[true]
float minDist = pow(10.0,Detail);
const float ClarityPower = 1.0;
//Wang hash by Syntopia
//http://www.fractalforums.com/index.php?topic=22721.msg88910#msg88910
#extension GL_ARB_shader_bit_encoding : enable
#extension GL_EXT_gpu_shader4 : enable
#extension GL_ARB_gpu_shader5 : enable
uint wan

MathUtils#donotrunMathUtils
// Standard matrices
// Return rotation matrix for rotating around vector v by angle
mat3 rotationMatrix3(vec3 v, float angle)
{
float c = cos(radians(angle));
float s = sin(radians(angle));
return mat3(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y,
(1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) * v.y * v.y, (1.0 - c) * v.y * v.z - s * v.x,
(1.0 - c) * v.x * v.z - s * v.y, (1.0 - c) * v.y * v.z + s * v.x, c + (1.0 - c) * v.z * v.z
);
}
mat3 rotationMatrixXYZ(vec3 v) {
return rotationMatrix3(vec3(1.0,0.0,0.0), v.x)*
rotationMatrix3(vec3(0.0,1.0,0.0), v.y)*
rotationMatrix3(vec3(0.0,0.0,1.0), v.z);
}
// Return rotation matrix for rotating around vector v by angle
mat4 rotationMatrix(vec3 v, float angle)
{
float c = cos(radians(angle));
float s = sin(radians(angle));
return mat4(c + (1.0 - c) * v.x * v.x, (1.0 - c) * v.x * v.y - s * v.z, (1.0 - c) * v.x * v.z + s * v.y, 0.0,
(1.0 - c) * v.x * v.y + s * v.z, c + (1.0 - c) *

Terr Incl//return min(DE(p), surf(p));Terr Incl
#include "Classic-Noise.frag"
#group Surface
//mode of surface, 1 = none, 2 = kaliset, 3 = terrain
//uniform int SurfaceMode; slider[1,1,4]
//Rotate Object
uniform vec3 RotXYZ; slider[(-180,-180,-180),(0,0,0),(180,180,180)]
//Move Object
uniform vec3 MovXYZ; slider[(-5.0,-5.0,-5.0),(0.0,0.0,0.0),(5.0,5.0,5.0)];
//Precise Move Object
uniform vec3 FineMove; slider[(-0.1,-0.1,-0.1),(0.0,0.0,0.0),(0.1,0.1,0.1)];
uniform int TerrIter; slider[0,10,40]
uniform float TerrSlope; slider[-1,-0.7,0]
uniform float TerrFreq; slider[1,2,10]
uniform float TerrOffset; slider[0,0.4,1]
uniform float TerrAmp; slider[0,0.3,1]
float height(vec3 pos) {
float A = 1.0;
float B = 1.0;
float r = 0.0;
for (int j = 0; j

3DKn-1.0.4#donotrun3DKn-1.0.4
#info 3DKn-0.9.12.frag: Original shader by syntopia. Modifications by knighty:
#info - Assumes square shaped pixel -> no over-blurring along x axis if the rendering window width is small wrt its height
#info - Added polygon shaped diaphragm.
#info - Added Control for the width of the in-focus region.
/*
Simple 3D setup with anti-alias and DOF.
Implement this function in fragments that include this file:
vec3 color(vec3 cameraPos, vec3 direction);
*/
#buffer RGBA32F
#buffershader "BufferShader-1.0.1.frag"
#camera 3D
#vertex
#group Camera
// Field-of-view
uniform float FOV; slider[0,0.4,2.0] NotLockable
//Field-of-view (calculated based on film gate and focal length)
uniform bool UseFocalLength; checkbox[false]
uniform float FocalLength; slider[1.0,14.0,400.0]
uniform float FilmGate; slider[1.0,36.0,120.0]
varying float FOVP; // perspective FOV (0-2)
uniform vec3 Eye; slider[(-50,-50,-50),(0,0,-10),(50,50,50)] NotLockable
uniform vec3 Target; slider[(-50,-50,-

BufferShader-1.0.1#donotrunBufferShader-1.0.1
// This is a simple shader for rendering images
// from an accumulated buffer.
#vertex
varying vec2 coord;
void main(void)
{
gl_Position = gl_Vertex;
coord = (gl_ProjectionMatrix*gl_Vertex).xy;
}
#endvertex
uniform float Gamma;
uniform float Exposure;
uniform float Brightness;
uniform float Contrast;
uniform float Saturation;
uniform int ToneMapping;
//uniform bool Bloom;
uniform float BloomIntensity;
uniform float BloomPow;
uniform int BloomTaps;
uniform float BloomStrong;
/*
** Based on: http://mouaif.wordpress.com/2009/01/22/photoshop-gamma-correction-shader/
**
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
*/
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
{
const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
vec3 AvgLumin = vec3(0.5);
vec3 brtColor = color * brt;
float
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