import * as THREE from 'three' ; import { extend } from '@react-three/fiber' ; class MoonMaterial extends THREE . ShaderMaterial { constructor ( ) { super ( { uniforms : { time : { type : 'f' , value : 0 } , mouse : { value : 0 } , landscape : { value : null } , resolution : { type : 'v4' , value : new THREE . Vector4 ( ) } , uvRate1 : { value : new THREE . Vector2 ( 1 , 1 ) } , } , fragmentShader : `
      uniform float time;
      uniform float progress;
      uniform sampler2D landscape;
      uniform vec4 resolution;
      varying vec2 vUv;
      varying vec3 vNormal;
      varying vec3 eyeVector;
      varying vec3 vBary;     
      float PI = 3.141592653589793238;
      
      vec2 hash22(vec2 p) {
        p = fract(p * vec2(5.3983, 5.4427));
        p += dot(p.yx, p.xy +  vec2(21.5351, 14.3137));
        return fract(vec2(p.x * p.y * 95.4337, p.x * p.y * 97.597));
      }
      
      void main()	{
        vec3 X = dFdx(vNormal);
        vec3 Y = dFdy(vNormal);
        vec3 normal=normalize(cross(X,Y));
        float diffuse = dot(normal, vec3(1.));    
        vec2 rand = hash22(vec2(floor(diffuse * 8. )));      
        vec2 uvv = vec2(
          sign(rand.x -0.1)*1. + (rand.x - 0.1)* .6,
          sign(rand.y - 0.1)*1. + (rand.y - 0.1) * .6
        );
        
        float fresnel = pow(1.+dot(eyeVector, normal), 1.2);    
        vec2 uv =  uvv*gl_FragCoord.xy / vec2(1000.);
        vec3 refracted = refract(eyeVector, normal, 1./6.);
        uv += 0.2 * refracted.xy;
        vec4 t = texture2D(landscape,uv);
        gl_FragColor = t *(1. - fresnel); 
      }` , vertexShader : `
      uniform float time;
      uniform float mouse;      
      varying vec2 vUv;
      varying vec3 vPosition;
      uniform vec2 pixels;
      varying vec3 vNormal;
      varying vec3 eyeVector;      
      varying vec3 vBary; 
      attribute vec3 aBary;
      
      vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
      vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
      vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
      
      float cnoise(vec3 P){
        vec3 Pi0 = floor(P); // Integer part for indexing
        vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
        Pi0 = mod(Pi0, 289.0);
        Pi1 = mod(Pi1, 289.0);
        vec3 Pf0 = fract(P); // Fractional part for interpolation
        vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
        vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
        vec4 iy = vec4(Pi0.yy, Pi1.yy);
        vec4 iz0 = Pi0.zzzz;
        vec4 iz1 = Pi1.zzzz;    
        vec4 ixy = permute(permute(ix) + iy);
        vec4 ixy0 = permute(ixy + iz0);
        vec4 ixy1 = permute(ixy + iz1);
        vec4 gx0 = ixy0 / 7.0;
        vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
        gx0 = fract(gx0);
        vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
        vec4 sz0 = step(gz0, vec4(0.0));
        gx0 -= sz0 * (step(0.0, gx0) - 0.5);
        gy0 -= sz0 * (step(0.0, gy0) - 0.5);
        vec4 gx1 = ixy1 / 7.0;
        vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
        gx1 = fract(gx1);
        vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
        vec4 sz1 = step(gz1, vec4(0.0));
        gx1 -= sz1 * (step(0.0, gx1) - 0.5);
        gy1 -= sz1 * (step(0.0, gy1) - 0.5);
        vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
        vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
        vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
        vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
        vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
        vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
        vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
        vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
        vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
        g000 *= norm0.x;
        g010 *= norm0.y;
        g100 *= norm0.z;
        g110 *= norm0.w;
        vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
        g001 *= norm1.x;
        g011 *= norm1.y;
        g101 *= norm1.z;
        g111 *= norm1.w;
        float n000 = dot(g000, Pf0);
        float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
        float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
        float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
        float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
        float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
        float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
        float n111 = dot(g111, Pf1);
        vec3 fade_xyz = fade(Pf0);
        vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
        vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
        float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 
        return 2.2 * n_xyz;
      }
      
      float PI = 3.141592653589793238;
      void main() {
        vUv = uv;
        vBary = aBary;
        vNormal = normalize(normalMatrix * normal); 
        float noisy = mouse *  pow(cnoise(vNormal + time ),2.);
        vec3 newPosition = position + noisy * normal;
        vec4 worldPosition = modelMatrix * vec4(newPosition, 4.0);
        eyeVector = normalize(worldPosition.xyz - cameraPosition);
        gl_Position = projectionMatrix * modelViewMatrix * 
        vec4( newPosition, 1. );
      }` , } ) ; } set landscape ( v ) { this . uniforms . landscape . value = v ; } get landscape ( ) { return this . uniforms . landscape . value ; } set time ( v ) { this . uniforms . time . value = v ; } get time ( ) { return this . uniforms . time . value ; } } extend ( { MoonMaterial } ) ;