Overcast Weather Shader


#1

Calling this one Original. Let’s be honest; no one re-invents the wheel (noise functions, fbm functions) so using these tools I scripted my first weather shader. Protip: memorize everything you read on this page: http://www.shaderific.com/glsl-functions/
note as mentioned in other threads, you’ll need to replace the iTexture0 with a hash + noise function to operate in HiFi.

float noise( in vec2 x )
{
    vec2 p = floor(x);
    vec2 f = fract(x);
	vec2 uv = p.xy + f.xy*f.xy*(3.0-2.0*f.xy);
	return texture2D( iChannel0, (uv+118.4)/256.0, -100.0 ).x;
}

float fbm( vec2 p )
{
	p += vec2(2.0,4.0);
    float f;
    f  = 0.5000*noise( p ); p = p*2.02;
    f += 0.2500*noise( p ); p = p*2.03;
    f += 0.1250*noise( p ); p = p*2.01;
    f += 0.0625*noise( p );
    return f;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
	
    vec2 uv = fragCoord.xy / iResolution.xy;
    
    vec3 col = vec3(0.9,.9,.9);    
    float f = .96*noise(uv);
    col *= 1.0-smoothstep(col, vec3(.9,.1,.1), vec3(f));    
    f = fbm(uv*3.);
    col = mix(col, vec3(f), (3.*sin(0.33))    );    
	fragColor = vec4(col,1.0);
}

Due to the nature of it as a shadertoy .fs you can paste it into shadertoy and assign a noise texture to tex[0] and it will give you the above screenshot on compile.


Yes.

Direct Fragment Shader support in High Fidelity Interface is VERY new to the Alpha community.

[quote=“CountBurks, post:2 topic:7205”]
Maybe it is worth it to get together with a couple of programmers to come up with a basic ocean shader that does not drain the GPU resources by 20 FPS.[/quote] Thanks for your interest. I couldn’t AGREE more. :smile: There is another water example here:
https://alphas.highfidelity.io/t/fragment-shader-fs-marketplace-upload/7184


#2

http://www.smartwater3d.com/img/products/basic.jpg

Hello AlphaVersionD are you able to code a water shader that makes use of a normal map, that is what people want and expect, seeing some actual water that looks like water. Maybe it is worth it to get together with a couple of programmers to come up with a basic ocean shader that does not drain the GPU resources by 20 FPS.

I am not tasking you with anything still I find this rather important.