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Add height coefficient
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vhiribarren committed Jan 11, 2024
1 parent 479fa20 commit 49d540b
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Showing 2 changed files with 14 additions and 4 deletions.
14 changes: 11 additions & 3 deletions src/app/raymarching/value-noise-field/fragment.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,14 +2,18 @@

uniform int u_view_type;
uniform bool u_with_gizmos;

uniform float u_field_height_coeff;
uniform uint u_freq_count;
uniform float u_freq_base;
uniform float u_lacunarity;
uniform float u_gain;

uniform float u_raymarch_delta;
uniform int u_raymarch_max_steps;
uniform bool u_with_linear_steps;
uniform float u_focal_length;

uniform float u_shift_x;
uniform float u_shift_y;
uniform float u_shift_z;
Expand Down Expand Up @@ -43,17 +47,21 @@ float fbm(vec2 uv, float freq_base, uint freq_count, float gain, float lacunarit
float amp = 1.0;
float total_amplitude = 0.0;
for (uint i = 0u; i < freq_count; i++) {
total_amplitude += amp;
total_amplitude += amp;
// TODO: rotate the next octave to have better randomness and avoid cumulating artifacts
noise_val += amp * average_noise_smoothstep(uv);
amp *= gain;
uv *= lacunarity;
}
return noise_val/total_amplitude;
}

// float field_height(vec2 uv) {
// return random(floor(uv* u_freq_base)) ;
// }

float field_height(vec2 uv) {
// TODO: scale field
return fbm(uv, u_freq_base, u_freq_count, u_gain, u_lacunarity);
return u_field_height_coeff*fbm(uv, u_freq_base, u_freq_count, u_gain, u_lacunarity);
}

vec3 field_normal(vec2 uv) {
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4 changes: 3 additions & 1 deletion src/app/raymarching/value-noise-field/page.tsx
Original file line number Diff line number Diff line change
Expand Up @@ -20,6 +20,7 @@ function ValueNoiseRaymarchControl({controlUiTunnel}: FragmentLogic) {
const [freqBase, setFreqBase] = useUniform("u_freq_base", 2.0);
const [lacunarity, setLacunarity] = useUniform("u_lacunarity", 2.0);
const [gain, setGain] = useUniform("u_gain", 0.5);
const [heightCoeff, setHeightCoeff] = useUniform("u_field_height_coeff", 1.0);

const [raymarchMaxSteps, setRaymarchMaxSteps] = useUniform("u_raymarch_max_steps", 50);
const [raymarchDelta, setRaymarchDelta] = useUniform("u_raymarch_delta", 0.01);
Expand Down Expand Up @@ -47,8 +48,9 @@ function ValueNoiseRaymarchControl({controlUiTunnel}: FragmentLogic) {
value={VIEW_TYPE[viewType]}
onChange={(e) => setViewType(VIEW_TYPE.indexOf(e!))}
/>
<NumberInput className={styles.shaderControl} label="Base frequence" onChange={setFreqBase} value={freqBase} min={0.0} step={0.1} decimalScale={2} />
<NumberInput className={styles.shaderControl} label="Field Height Coeff" onChange={setHeightCoeff} value={heightCoeff} min={0.0} step={0.1} decimalScale={2} />
<NumberInput className={styles.shaderControl} label="Number of frequences" onChange={setFreqCount} value={freqCount} min={1} max={10} allowDecimal={false} />
<NumberInput className={styles.shaderControl} label="Base frequence" onChange={setFreqBase} value={freqBase} min={0.0} decimalScale={2} />
<NumberInput className={styles.shaderControl} label="Lacunarity" onChange={setLacunarity} value={lacunarity} min={0.0} step={0.1} decimalScale={2} />
<NumberInput className={styles.shaderControl} label="Gain" onChange={setGain} value={gain} min={0.0} step={0.1} decimalScale={2} />
<Switch
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