diff --git a/shader.glsl b/shader.glsl index b721755..bd8d1a8 100644 --- a/shader.glsl +++ b/shader.glsl @@ -26,10 +26,10 @@ float noise(vec2 p, float scale ) vec2 i = floor( p ), f = fract( p ), u = f*f*(3.-2.*f); - return -scale+scale*mix( mix( hash( i + vec2(0.0,0.0) ), + return -scale+scale*mix( mix( hash( i + vec2(0.) ), hash( i + vec2(1.0,0.0) ), u.x), mix( hash( i + vec2(0.0,1.0) ), - hash( i + vec2(1.0,1.0) ), u.x), u.y); + hash( i + vec2(1.) ), u.x), u.y); } float hash2( vec2 p ) { @@ -38,10 +38,10 @@ float hash2( vec2 p ) { } float noise2( in vec2 p ) { vec2 i = floor( p ), f = fract( p ), u = f*f*(3.0-2.0*f); - return -1.0+2.0*mix( mix( hash2( i + vec2(0.0,0.0) ), + return -1.0+2.0*mix( mix( hash2( i + vec2(0.) ), hash2( i + vec2(1.0,0.0) ), u.x), mix( hash2( i + vec2(0.0,1.0) ), - hash2( i + vec2(1.0,1.0) ), u.x), u.y); + hash2( i + vec2(1.) ), u.x), u.y); } ///////////////// @@ -222,8 +222,8 @@ vec2 map(vec3 p, int displace) // sand d2 = (p.y + 4.25) + noise((vec2((p.x*.04),(p.z-40.)*.04))+100., 15.)*1.5; d = min(d,d2); - if (d==d2) mat = 3.0; - + if (d==d2) mat = 3.0; + d2 = 1e3; float h = 0.0, d3, choppy=4., freq=0.6, amp=.2;