Workshop GLSL - Noise - Chapter 6.10 - Mountains

Explanations
And if Perlin kick in ?
#define PROCESSING_COLOR_SHADER
uniform float time;
uniform vec2 resolution;
float rand(float x){
return fract(sin(x * 12.9898) * 43758.5453);
}
float hermite(float t)
{
return t * t * (3.0 - 2.0 * t);
}
float noise(float x, float frequency)
{
float v = x * frequency;
float ix1 = floor(v);
float ix2 = floor(v + 1.0);
float fx = hermite(fract(x));
return mix(rand(ix1), rand(ix2), fx);
}
create our FM noise from before
float fmnoise(float x, float freq)
{
float y = noise(x, freq);
return noise(y * 100.0, 1.0);
}
float pnoise(float co, float freq, int steps, float persistence)
{
float value = 0.0;
float ampl = 1.0;
float sum = 0.0;
for(int i=0 ; i<steps ; i++)
{
sum += ampl;
Then inject it in our perlin function
value += fmnoise(co, freq) * ampl;
freq *= 2.0;
ampl *= persistence;
}
return value / sum;
}
void main( void ) {
vec2 position = gl_FragCoord.xy / resolution.xy;
call our new pnoise
float y = pnoise(position.x + time * 0.1 + 0.5, 1.0, 3, 0.5);
y = 0.3 + y * 0.4;
float v = step(position.y, y);
gl_FragColor = vec4(v,v,v,1.0);
}
Our mountain looks more cripple than before
Full Code Source
#define PROCESSING_COLOR_SHADER
uniform float time;
uniform vec2 resolution;
float rand(float x){
return fract(sin(x * 12.9898) * 43758.5453);
}
float hermite(float t)
{
return t * t * (3.0 - 2.0 * t);
}
float noise(float x, float frequency)
{
float v = x * frequency;
float ix1 = floor(v);
float ix2 = floor(v + 1.0);
float fx = hermite(fract(x));
return mix(rand(ix1), rand(ix2), fx);
}
float fmnoise(float x, float freq)
{
float y = noise(x, freq);
return noise(y * 100.0, 1.0);
}
float pnoise(float co, float freq, int steps, float persistence)
{
float value = 0.0;
float ampl = 1.0;
float sum = 0.0;
for(int i=0 ; i<steps ; i++)
{
sum += ampl;
value += fmnoise(co, freq) * ampl;
freq *= 2.0;
ampl *= persistence;
}
return value / sum;
}
void main( void ) {
vec2 position = gl_FragCoord.xy / resolution.xy;
float y = pnoise(position.x + time * 0.1 + 0.5, 1.0, 3, 0.5);
y = 0.3 + y * 0.4;
float v = step(position.y, y);
gl_FragColor = vec4(v,v,v,1.0);
}