mirror of
https://github.com/koel/koel
synced 2024-12-29 22:13:06 +00:00
266 lines
7.6 KiB
TypeScript
266 lines
7.6 KiB
TypeScript
export const blobVert
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= `
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uniform vec2 u_mouse;
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uniform vec2 u_mouse_delta;
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uniform float u_t;
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uniform bool u_is_init;
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uniform float u_audio_high;
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uniform float u_audio_mid;
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uniform float u_audio_bass;
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uniform float u_audio_level;
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uniform float u_audio_history;
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varying float v_noise;
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#if defined(IS_PBR) && defined(HAS_CUBEMAP)
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uniform mat4 u_view_matrix_inverse;
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varying vec3 v_world_normal;
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varying vec3 v_eye_pos;
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varying vec3 v_object_pos;
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varying vec3 v_pos;
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varying vec3 v_normal;
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varying vec3 v_world_pos;
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varying vec2 v_uv;
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#endif
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#if defined(HAS_SHADOW)
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uniform mat4 u_shadow_matrix;
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varying vec4 v_shadow_coord;
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const mat4 biasMat = mat4( 0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0 );
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#endif
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// (Keijiro) This shader was slightly modified from the original version.
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// It's recommended to use the original version for other purposes.
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289((x * 34.0 + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy));
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vec3 x0 = v - i + dot(i, C.xxx);
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min(g.xyz, l.zxy);
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vec3 i2 = max(g.xyz, l.zxy);
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy;
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vec3 x3 = x0 - 0.5;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec4 p =
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permute(permute(permute(i.z + vec4(0.0, i1.z, i2.z, 1.0))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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vec4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // mod(p,7*7)
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vec4 x_ = floor(j * (1.0 / 7.0));
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0;
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vec4 y = y_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4(x.xy, y.xy);
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vec4 b1 = vec4(x.zw, y.zw);
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//vec4 s0 = vec4(lessThan(b0, 0.0)) * 2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1, 0.0)) * 2.0 - 1.0;
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vec4 s0 = floor(b0) * 2.0 + 1.0;
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vec4 s1 = floor(b1) * 2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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vec3 g0 = vec3(a0.xy, h.x);
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vec3 g1 = vec3(a0.zw, h.y);
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vec3 g2 = vec3(a1.xy, h.z);
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vec3 g3 = vec3(a1.zw, h.w);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
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m = m * m;
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m = m * m;
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vec4 px = vec4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
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return (42.0 * dot(m, px) + 1.) * .5;
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}
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vec3 norm(in vec3 _v){
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return length(_v) > .0 ? normalize(_v) : vec3(.0);
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}
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mat4 rotationMatrix(vec3 axis, float angle)
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{
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axis = norm(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
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oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
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oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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}
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void main(){
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float m_bass = u_audio_bass;
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float m_mid = u_audio_mid;
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float m_high = u_audio_high;
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float m_level = u_audio_level;
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float m_history = u_audio_history;
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vec3 m_noise_seed = position.xyz;
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float m_noise_complexity = .6;
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float m_noise_time = u_audio_history * .3;
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float m_noise_scale = 1.2 + m_level;
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vec3 m_tangent_vector = .00001 * norm(cross(position, vec3(1., 0., 0.))
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+ cross(position, vec3(0., 1., 0.)));
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vec3 m_bitangent_vector = .00001 * norm(cross(m_tangent_vector, position));
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float m_fbm = 0.;
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float m_fbm_tangent = 0.;
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float m_fbm_bitangent = 0.;
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const int m_noise_oct = 5;
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for(int i = 0; i < m_noise_oct; i++){
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m_fbm += snoise(
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(m_noise_seed) * m_noise_complexity * float(i) +
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m_noise_time * float(i)
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);
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m_fbm_tangent += snoise(
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(m_noise_seed + m_tangent_vector) * m_noise_complexity * float(i) +
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m_noise_time * float(i)
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);
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m_fbm_bitangent += snoise(
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(m_noise_seed + m_bitangent_vector) * m_noise_complexity * float(i) +
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m_noise_time * float(i)
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);
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}
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m_fbm /= (float(m_noise_oct));
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m_fbm_tangent /= (float(m_noise_oct));
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m_fbm_bitangent /= (float(m_noise_oct));
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vec3 m_pos = position + norm(position) * m_fbm * m_noise_scale;
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vec3 m_pos_tangent = (position + m_tangent_vector) + norm(position + m_tangent_vector) * m_fbm * m_noise_scale;
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vec3 m_pos_bitangent = (position + m_bitangent_vector) + norm(position + m_bitangent_vector) * m_fbm * m_noise_scale;
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vec3 m_normal = norm(cross( (m_pos_tangent - m_pos), (m_pos_bitangent - m_pos)));
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// get color
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float m_noise_col = pow(abs(1.-m_fbm), 3.5);
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v_noise = m_noise_col + m_noise_col * m_level * 2.2;
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// rand direction
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float _dirx = snoise(m_pos.zyx * 4. + m_noise_time * .01);
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float _diry = snoise(m_pos.yzx * 4. + m_noise_time * .01);
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float _dirz = snoise(m_pos.zxy * 4. + m_noise_time * .01);
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vec3 _rand_point_dir = vec3(_dirx, _diry, _dirz);
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_rand_point_dir = 1.-2.*_rand_point_dir;
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#if defined(IS_WIRE) || defined(IS_POINTS)
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// size
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gl_PointSize = pow(abs(m_fbm), 6.) * 1000. * m_high;
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m_pos += (_rand_point_dir * .3 * m_level);
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#endif
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#if defined(IS_POP)
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gl_PointSize *= .5;
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m_pos *= 1.1 * m_fbm;
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m_pos = vec3(rotationMatrix(vec3(.3,1.,.2), .5*m_history) * vec4(m_pos, 1.));
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#endif
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#if defined(IS_POP_OUT)
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gl_PointSize *= .5;
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m_pos *= 1.2;
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m_pos += (_rand_point_dir*_rand_point_dir * .2 * m_high);
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m_pos = vec3(rotationMatrix(vec3(1.,.2,.3), -.5*m_history) * vec4(m_pos, 1.));
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#endif
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#if defined(IS_PBR) && defined(HAS_CUBEMAP)
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vec4 _world_pos = modelMatrix * vec4(m_pos, 1.);
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vec4 _view_pos = viewMatrix * _world_pos;
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v_object_pos = m_pos;
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v_pos = _view_pos.xyz;
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v_normal = normalMatrix * m_normal;
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v_world_pos = _world_pos.xyz;
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v_world_normal = vec3(u_view_matrix_inverse * vec4(v_normal, 0.));
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v_eye_pos = -1. * vec3(u_view_matrix_inverse * (_view_pos - vec4(0.,0.,0.,1.)) );
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v_uv = uv;
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#endif
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#if defined(HAS_SHADOW)
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v_shadow_coord = (biasMat * u_shadow_matrix) * vec4(m_pos, 1.);
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#endif
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gl_Position = projectionMatrix * modelViewMatrix * vec4(m_pos, 1.);
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}
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`
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