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export default `varying vec3 v_color;
void main() {
float time = u_time * u_global.noiseSpeed;
vec2 noiseCoord = resolution * uvNorm * u_global.noiseFreq;
vec2 st = 1. - uvNorm.xy;
//
// Tilting the plane
//
// Front-to-back tilt
float tilt = resolution.y / 2.0 * uvNorm.y;
// Left-to-right angle
float incline = resolution.x * uvNorm.x / 2.0 * u_vertDeform.incline;
// Up-down shift to offset incline
float offset = resolution.x / 2.0 * u_vertDeform.incline * mix(u_vertDeform.offsetBottom, u_vertDeform.offsetTop, uv.y);
//
// Vertex noise
//
float noise = snoise(vec3(
noiseCoord.x * u_vertDeform.noiseFreq.x + time * u_vertDeform.noiseFlow,
noiseCoord.y * u_vertDeform.noiseFreq.y,
time * u_vertDeform.noiseSpeed + u_vertDeform.noiseSeed
)) * u_vertDeform.noiseAmp;
// Fade noise to zero at edges
noise *= 1.0 - pow(abs(uvNorm.y), 2.0);
// Clamp to 0
noise = max(0.0, noise);
vec3 pos = vec3(
position.x,
position.y + tilt + incline + noise - offset,
position.z
);
//
// Vertex color, to be passed to fragment shader
//
if (u_active_colors[0] == 1.) {
v_color = u_baseColor;
}
for (int i = 0; i < u_waveLayers_length; i++) {
if (u_active_colors[i + 1] == 1.) {
WaveLayers layer = u_waveLayers[i];
float noise = smoothstep(
layer.noiseFloor,
layer.noiseCeil,
snoise(vec3(
noiseCoord.x * layer.noiseFreq.x + time * layer.noiseFlow,
noiseCoord.y * layer.noiseFreq.y,
time * layer.noiseSpeed + layer.noiseSeed
)) / 2.0 + 0.5
);
v_color = blendNormal(v_color, layer.color, pow(noise, 4.));
}
}
//
// Finish
//
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.0);
}
`;