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16 files changed

+109
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README.md

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,8 @@ Pixel Planet shaders originally created by [Deep-Fold](https://deep-fold.itch.io
88
See it in action: https://selimanac.itch.io/defold-pixel-planet-generator
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1010
Please visit his itch.io project page here: https://deep-fold.itch.io/pixel-planet-generator
11-
All credit geos to [Deep-Fold](https://deep-fold.itch.io/)
11+
All credit goes to [Deep-Fold](https://deep-fold.itch.io/)
12+
Thanks to [@britz](https://twitter.com/bjornritzl) for [lowrez](https://github.com/britzl/lowrezjam-template) template.
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### Uniforms
1415
No logic here...

components/planets/asteroids/asteroid.fp

Lines changed: 9 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -7,6 +7,10 @@ uniform lowp vec4 color1;
77
uniform lowp vec4 color2;
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uniform lowp vec4 color3;
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10+
const lowp vec2 dir_x = vec2(1.0, 0.0);
11+
const lowp vec2 dir_y = vec2(0.0, 1.0);
12+
const lowp vec2 dir_z = vec2(1.0, 1.0);
13+
1014
float rand(vec2 coord)
1115
{
1216
return fract(sin(dot(coord.xy, vec2(12.9898, 78.233))) * 43758.5453 * generic.x);
@@ -18,9 +22,9 @@ float noise(vec2 coord)
1822
vec2 f = fract(coord);
1923

2024
float a = rand(i);
21-
float b = rand(i + vec2(1.0, 0.0));
22-
float c = rand(i + vec2(0.0, 1.0));
23-
float d = rand(i + vec2(1.0, 1.0));
25+
float b = rand(i + dir_x);
26+
float c = rand(i + dir_y);
27+
float d = rand(i + dir_z);
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2529
vec2 cubic = f * f * (3.0 - 2.0 * f);
2630

@@ -38,7 +42,7 @@ float fbm(vec2 coord)
3842
coord *= 2.0;
3943
scale *= 0.5;
4044
}
41-
45+
4246
return value;
4347
}
4448

@@ -112,7 +116,7 @@ void main()
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113117
lowp vec3 c = mix(color2.rgb, color1.rgb, float(noise_rel < -0.06 || (noise_rel < -0.04 && dith)));
114118
c = mix(c, color3.rgb, float(noise_rel > 0.05 || (noise_rel > 0.03 && dith)));
115-
//crates
119+
// crates
116120
c = mix(c, color2.rgb, float(c1 > 0.4));
117121
c = mix(c, color3.rgb, float(c2 < c1));
118122

components/planets/dry_terran/dry_terran.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -5,6 +5,10 @@ uniform lowp vec4 transform;
55
uniform lowp vec4 generic;
66
uniform lowp vec4 lights;
77

8+
const lowp vec2 dir_x = vec2(1.0, 0.0);
9+
const lowp vec2 dir_y = vec2(0.0, 1.0);
10+
const lowp vec2 dir_z = vec2(1.0, 1.0);
11+
812
float rand(vec2 coord)
913
{
1014
// land has to be tiled
@@ -21,9 +25,9 @@ float noise(vec2 coord)
2125
vec2 f = fract(coord);
2226

2327
float a = rand(i);
24-
float b = rand(i + vec2(1.0, 0.0));
25-
float c = rand(i + vec2(0.0, 1.0));
26-
float d = rand(i + vec2(1.0, 1.0));
28+
float b = rand(i + dir_x);
29+
float c = rand(i + dir_y);
30+
float d = rand(i + dir_z);
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2832
vec2 cubic = f * f * (3.0 - 2.0 * f);
2933

components/planets/gas_giant/gas_giant.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -9,6 +9,10 @@ uniform lowp vec4 generic;
99
uniform lowp vec4 border;
1010
uniform lowp vec4 lights;
1111

12+
const lowp vec2 dir_x = vec2(1.0, 0.0);
13+
const lowp vec2 dir_y = vec2(0.0, 1.0);
14+
const lowp vec2 dir_z = vec2(1.0, 1.0);
15+
1216
float rand(vec2 coord)
1317
{
1418
coord = mod(coord, vec2(2.0, 1.0) * floor(transform.x + 0.5));
@@ -21,9 +25,9 @@ float noise(vec2 coord)
2125
vec2 f = fract(coord);
2226

2327
float a = rand(i);
24-
float b = rand(i + vec2(1.0, 0.0));
25-
float c = rand(i + vec2(0.0, 1.0));
26-
float d = rand(i + vec2(1.0, 1.0));
28+
float b = rand(i + dir_x);
29+
float c = rand(i + dir_y);
30+
float d = rand(i + dir_z);
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2832
vec2 cubic = f * f * (3.0 - 2.0 * f);
2933

components/planets/gas_giant/ring.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -10,6 +10,10 @@ uniform lowp vec4 lights;
1010
uniform lowp vec4 modify;
1111
uniform lowp vec4 extras;
1212

13+
const lowp vec2 dir_x = vec2(1.0, 0.0);
14+
const lowp vec2 dir_y = vec2(0.0, 1.0);
15+
const lowp vec2 dir_z = vec2(1.0, 1.0);
16+
1317
float rand(vec2 coord)
1418
{
1519
coord = mod(coord, vec2(2.0, 1.0) * floor(transform.x + 0.5));
@@ -22,9 +26,9 @@ float noise(vec2 coord)
2226
vec2 f = fract(coord);
2327

2428
float a = rand(i);
25-
float b = rand(i + vec2(1.0, 0.0));
26-
float c = rand(i + vec2(0.0, 1.0));
27-
float d = rand(i + vec2(1.0, 1.0));
29+
float b = rand(i + dir_x);
30+
float c = rand(i + dir_y);
31+
float d = rand(i + dir_z);
2832

2933
vec2 cubic = f * f * (3.0 - 2.0 * f);
3034

components/planets/gas_planet/gas_planet.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,10 @@ uniform lowp vec4 lights;
1212
uniform lowp vec4 generic;
1313
uniform lowp vec4 border;
1414

15+
const lowp vec2 dir_x = vec2(1.0, 0.0);
16+
const lowp vec2 dir_y = vec2(0.0, 1.0);
17+
const lowp vec2 dir_z = vec2(1.0, 1.0);
18+
1519
float rand(vec2 coord)
1620
{
1721
coord = mod(coord, vec2(1.0, 1.0) * floor(transform.x + 0.5));
@@ -24,9 +28,9 @@ float noise(vec2 coord)
2428
vec2 f = fract(coord);
2529

2630
float a = rand(i);
27-
float b = rand(i + vec2(1.0, 0.0));
28-
float c = rand(i + vec2(0.0, 1.0));
29-
float d = rand(i + vec2(1.0, 1.0));
31+
float b = rand(i + dir_x);
32+
float c = rand(i + dir_y);
33+
float d = rand(i + dir_z);
3034

3135
vec2 cubic = f * f * (3.0 - 2.0 * f);
3236

components/planets/ice_world/lakes.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -11,6 +11,10 @@ uniform vec4 color1;
1111
uniform vec4 color2;
1212
uniform vec4 color3;
1313

14+
const lowp vec2 dir_x = vec2(1.0, 0.0);
15+
const lowp vec2 dir_y = vec2(0.0, 1.0);
16+
const lowp vec2 dir_z = vec2(1.0, 1.0);
17+
1418
float rand(vec2 coord)
1519
{
1620
coord = mod(coord, vec2(2.0, 1.0) * floor(transform.x + 0.5));
@@ -23,9 +27,9 @@ float noise(vec2 coord)
2327
vec2 f = fract(coord);
2428

2529
float a = rand(i);
26-
float b = rand(i + vec2(1.0, 0.0));
27-
float c = rand(i + vec2(0.0, 1.0));
28-
float d = rand(i + vec2(1.0, 1.0));
30+
float b = rand(i + dir_x);
31+
float c = rand(i + dir_y);
32+
float d = rand(i + dir_z);
2933

3034
vec2 cubic = f * f * (3.0 - 2.0 * f);
3135

components/planets/land_masses/clouds.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,10 @@ uniform lowp vec4 outline_color;
1212
uniform lowp vec4 shadow_base_color;
1313
uniform lowp vec4 shadow_outline_color;
1414

15+
const lowp vec2 dir_x = vec2(1.0, 0.0);
16+
const lowp vec2 dir_y = vec2(0.0, 1.0);
17+
const lowp vec2 dir_z = vec2(1.0, 1.0);
18+
1519
float rand(vec2 coord)
1620
{
1721
coord = mod(coord, vec2(1.0, 1.0) * floor(transform.x + 0.5));
@@ -24,9 +28,9 @@ float noise(vec2 coord)
2428
vec2 f = fract(coord);
2529

2630
float a = rand(i);
27-
float b = rand(i + vec2(1.0, 0.0));
28-
float c = rand(i + vec2(0.0, 1.0));
29-
float d = rand(i + vec2(1.0, 1.0));
31+
float b = rand(i + dir_x);
32+
float c = rand(i + dir_y);
33+
float d = rand(i + dir_z);
3034

3135
vec2 cubic = f * f * (3.0 - 2.0 * f);
3236

components/planets/land_masses/land_masses.fp

Lines changed: 7 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -12,6 +12,10 @@ uniform lowp vec4 col2;
1212
uniform lowp vec4 col3;
1313
uniform lowp vec4 col4;
1414

15+
const lowp vec2 dir_x = vec2(1.0, 0.0);
16+
const lowp vec2 dir_y = vec2(0.0, 1.0);
17+
const lowp vec2 dir_z = vec2(1.0, 1.0);
18+
1519
float rand(vec2 coord)
1620
{
1721
// land has to be tiled (or the contintents on this planet have to be changing very fast)
@@ -28,10 +32,9 @@ float noise(vec2 coord)
2832
vec2 f = fract(coord);
2933

3034
float a = rand(i);
31-
float b = rand(i + vec2(1.0, 0.0));
32-
float c = rand(i + vec2(0.0, 1.0));
33-
float d = rand(i + vec2(1.0, 1.0));
34-
35+
float b = rand(i + dir_x);
36+
float c = rand(i + dir_y);
37+
float d = rand(i + dir_z);
3538
vec2 cubic = f * f * (3.0 - 2.0 * f);
3639

3740
return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y;

components/planets/land_masses/planet_under.fp

Lines changed: 7 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -11,6 +11,10 @@ uniform vec4 color1;
1111
uniform vec4 color2;
1212
uniform vec4 color3;
1313

14+
const lowp vec2 dir_x = vec2(1.0, 0.0);
15+
const lowp vec2 dir_y = vec2(0.0, 1.0);
16+
const lowp vec2 dir_z = vec2(1.0, 1.0);
17+
1418
float rand(vec2 coord)
1519
{
1620
// land has to be tiled
@@ -27,9 +31,9 @@ float noise(vec2 coord)
2731
vec2 f = fract(coord);
2832

2933
float a = rand(i);
30-
float b = rand(i + vec2(1.0, 0.0));
31-
float c = rand(i + vec2(0.0, 1.0));
32-
float d = rand(i + vec2(1.0, 1.0));
34+
float b = rand(i + dir_x);
35+
float c = rand(i + dir_y);
36+
float d = rand(i + dir_z);
3337

3438
vec2 cubic = f * f * (3.0 - 2.0 * f);
3539

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