#version 460 layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; const int CHUNK_SIZE = 16; const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE; // A 1D storage buffer representing a flat 3D array of voxel IDs layout(std430, binding = 0) buffer VoxelData { uint voxels[]; }; layout(push_constant) uniform ChunkOffset { ivec3 chunkPos; int slot; uint vertexFloatOffset; uint indexOffset; uint indirectCommandIndex; uint padding0; }; // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com vec4 permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float simplex_noise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod(i, 289.0); vec4 p = permute(permute(permute( i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0)); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_); // mod(j,N) vec4 x = x_ * ns.x + ns.yyyy; vec4 y = y_ * ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0) * 2.0 + 1.0; vec4 s1 = floor(b1) * 2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); // Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; // Returns a value scaled exactly between -1.0 and 1.0 return 42.0 * dot(m * m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3))); } float noise2D(vec2 p) { return simplex_noise(vec3(p.x, p.y, 0.0)); } float fbm(vec2 p, int octaves, float lacunarity, float gain) { float value = 0.0; float amplitude = 0.5; float frequency = 1.0; float amplitudeSum = 0.0; for (int i = 0; i < octaves; i++) { value += noise2D(p * frequency) * amplitude; amplitudeSum += amplitude; frequency *= lacunarity; amplitude *= gain; } return value / amplitudeSum; } float ridgedFbm(vec2 p, int octaves, float lacunarity, float gain) { float value = 0.0; float amplitude = 0.5; float frequency = 1.0; float amplitudeSum = 0.0; for (int i = 0; i < octaves; i++) { float n = noise2D(p * frequency); n = 1.0 - abs(n); n = n * n; value += n * amplitude; amplitudeSum += amplitude; frequency *= lacunarity; amplitude *= gain; } return value / amplitudeSum; } vec2 domainWarp(vec2 p) { float wx = fbm(p + vec2(17.31, 91.73), 3, 2.0, 0.5); float wz = fbm(p + vec2(43.17, 12.89), 3, 2.0, 0.5); return p + vec2(wx, wz) * 35.0; } float terrainHeight(vec2 worldXZ) { vec2 p = worldXZ; vec2 warped = domainWarp(p * 0.004); float broad = fbm(warped * 0.45, 5, 2.0, 0.5); broad = broad * 0.5 + 0.5; float hills = fbm(p * 0.025, 4, 2.0, 0.48); float detail = fbm(p * 0.085, 2, 2.0, 0.4); float height = 8.0; height += broad * 12.0; height += hills * 6.0; height += detail * 2.0; return clamp(height, 4.0, 28.0); } float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453123); } float fbm3D(vec3 p, int octaves, float lacunarity, float gain) { float value = 0.0; float amplitude = 0.5; float frequency = 1.0; float amplitudeSum = 0.0; for (int i = 0; i < octaves; i++) { value += simplex_noise(p * frequency) * amplitude; amplitudeSum += amplitude; frequency *= lacunarity; amplitude *= gain; } return value / amplitudeSum; } float valueNoise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = rand(i); float b = rand(i + vec2(1.0, 0.0)); float c = rand(i + vec2(0.0, 1.0)); float d = rand(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } vec2 randG(vec2 p) { p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3))); return -1.0 + 2.0 * fract(sin(p) * 43758.5453123); } float perlinNoise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); float dotTopLeft = dot(randG(i + vec2(0.0, 0.0)), f - vec2(0.0, 0.0)); float dotTopRight = dot(randG(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0)); float dotBottomLeft = dot(randG(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0)); float dotBottomRight = dot(randG(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0)); return mix(mix(dotTopLeft, dotTopRight, u.x), mix(dotBottomLeft, dotBottomRight, u.x), u.y); } void main() { ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz); ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos; float height = valueNoise(vec2(worldPos.x, worldPos.z) * 0.005) * 100 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.01) * 10 + valueNoise(vec2(worldPos.x, worldPos.z) * 0.1) * 5+ valueNoise(vec2(worldPos.x, worldPos.z)) * 0.5; //height = clamp(height, 4.0, 28.0); uint voxelType = 0u; if (float(worldPos.y) <= height && float(floor(worldPos.y/CHUNK_SIZE) * CHUNK_SIZE + CHUNK_SIZE * 2) >= height) { float depthBelowSurface = height - float(worldPos.y); if (depthBelowSurface < 1.5) { voxelType = 1u; // Grass/topsoil } else if (depthBelowSurface < 5.0) { voxelType = 2u; // Dirt } else { voxelType = 3u; // Stone } } // if (voxelType != 0u && worldPos.y < int(height) - 6) { // float cave = fbm3D(vec3(worldPos) * 0.045, 4, 2.0, 0.5); // // if (cave > 0.42) { // voxelType = 0u; // } // } uint index = uint((localPos.x * CHUNK_AREA) + (localPos.y * CHUNK_SIZE) + localPos.z); voxels[index] = voxelType; }