export declare const vertHead: string; export declare const vert = "\n vec3 pos = position;\n \n terrain = 0.;\n float u_time = time * 0.25;\n \n terrain += 1. * pow(snoise(vec4(pos.xyz * 0.15, u_time + 100.)), 1.);\n terrain += 0.8 * pow(snoise(vec4(pos.xyz * 0.2, u_time + 200.)), 1.5);\n terrain += 0.4 * pow(snoise(vec4(pos.xyz * 0.8, u_time + 300.)), 2.);\n terrain += 0.2 * pow(snoise(vec4(pos.xyz * 1.6, u_time + 400.)), 8.);\n terrain_perc = terrain / (1. + 0.8 + 0.4 + 0.2);\n terrain_perc = terrain_perc;\n \n pos = pos + normal * 2. * 2. * (terrain_perc - 0.5);\n vfNormal = normal;\n \n gl_Position = projectionMatrix * modelViewMatrix * vec4(pos, 1.);\n"; export declare const fragHead: string; export declare const frag = "\n vec3 hsv_col = rgb2hsv(gl_FragColor.rgb);\n \n // todo: offset vfNormal by up_norm\n vec3 oklab_axiom = lsrgb2oklab(axiom);\n vec3 oklab_range_idea = lsrgb2oklab(axiom + 0.35 * range * vfNormal);\n vec3 col = oklab2lsrgb(mix(oklab_axiom, oklab_range_idea, 1. - terrain_perc));\n \n gl_FragColor.rgb = col * pow(hsv_col.z, 1.3);\n \n \n gl_FragColor.rgb *= 0.15 + 1.85 * pow((1. - terrain_perc), 1.5);\n";