118 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
		
		
			
		
	
	
			118 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			HLSL
		
	
	
	
	
	
|   | // | |||
|  | // GLSL textureless classic 2D noise "cnoise", | |||
|  | // with an RSL-style periodic variant "pnoise". | |||
|  | // Author:  Stefan Gustavson (stefan.gustavson@liu.se) | |||
|  | // Version: 2011-08-22 | |||
|  | // | |||
|  | // Many thanks to Ian McEwan of Ashima Arts for the | |||
|  | // ideas for permutation and gradient selection. | |||
|  | // | |||
|  | // Copyright (c) 2011 Stefan Gustavson. All rights reserved. | |||
|  | // Distributed under the MIT license. See LICENSE file. | |||
|  | // https://github.com/ashima/webgl-noise | |||
|  | // | |||
|  | 
 | |||
|  | float4 mod(float4 x, float4 y) | |||
|  | { | |||
|  |   return x - y * floor(x / y); | |||
|  | } | |||
|  | 
 | |||
|  | float4 mod289(float4 x) | |||
|  | { | |||
|  |   return x - floor(x / 289.0) * 289.0; | |||
|  | } | |||
|  | 
 | |||
|  | float4 permute(float4 x) | |||
|  | { | |||
|  |   return mod289(((x*34.0)+1.0)*x); | |||
|  | } | |||
|  | 
 | |||
|  | float4 taylorInvSqrt(float4 r) | |||
|  | { | |||
|  |   return (float4)1.79284291400159 - r * 0.85373472095314; | |||
|  | } | |||
|  | 
 | |||
|  | float2 fade(float2 t) { | |||
|  |   return t*t*t*(t*(t*6.0-15.0)+10.0); | |||
|  | } | |||
|  | 
 | |||
|  | // Classic Perlin noise | |||
|  | float cnoise(float2 P) | |||
|  | { | |||
|  |   float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); | |||
|  |   float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); | |||
|  |   Pi = mod289(Pi); // To avoid truncation effects in permutation | |||
|  |   float4 ix = Pi.xzxz; | |||
|  |   float4 iy = Pi.yyww; | |||
|  |   float4 fx = Pf.xzxz; | |||
|  |   float4 fy = Pf.yyww; | |||
|  | 
 | |||
|  |   float4 i = permute(permute(ix) + iy); | |||
|  | 
 | |||
|  |   float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; | |||
|  |   float4 gy = abs(gx) - 0.5 ; | |||
|  |   float4 tx = floor(gx + 0.5); | |||
|  |   gx = gx - tx; | |||
|  | 
 | |||
|  |   float2 g00 = float2(gx.x,gy.x); | |||
|  |   float2 g10 = float2(gx.y,gy.y); | |||
|  |   float2 g01 = float2(gx.z,gy.z); | |||
|  |   float2 g11 = float2(gx.w,gy.w); | |||
|  | 
 | |||
|  |   float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); | |||
|  |   g00 *= norm.x; | |||
|  |   g01 *= norm.y; | |||
|  |   g10 *= norm.z; | |||
|  |   g11 *= norm.w; | |||
|  | 
 | |||
|  |   float n00 = dot(g00, float2(fx.x, fy.x)); | |||
|  |   float n10 = dot(g10, float2(fx.y, fy.y)); | |||
|  |   float n01 = dot(g01, float2(fx.z, fy.z)); | |||
|  |   float n11 = dot(g11, float2(fx.w, fy.w)); | |||
|  | 
 | |||
|  |   float2 fade_xy = fade(Pf.xy); | |||
|  |   float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); | |||
|  |   float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); | |||
|  |   return 2.3 * n_xy; | |||
|  | } | |||
|  | 
 | |||
|  | // Classic Perlin noise, periodic variant | |||
|  | float pnoise(float2 P, float2 rep) | |||
|  | { | |||
|  |   float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0); | |||
|  |   float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0); | |||
|  |   Pi = mod(Pi, rep.xyxy); // To create noise with explicit period | |||
|  |   Pi = mod289(Pi);        // To avoid truncation effects in permutation | |||
|  |   float4 ix = Pi.xzxz; | |||
|  |   float4 iy = Pi.yyww; | |||
|  |   float4 fx = Pf.xzxz; | |||
|  |   float4 fy = Pf.yyww; | |||
|  | 
 | |||
|  |   float4 i = permute(permute(ix) + iy); | |||
|  | 
 | |||
|  |   float4 gx = frac(i / 41.0) * 2.0 - 1.0 ; | |||
|  |   float4 gy = abs(gx) - 0.5 ; | |||
|  |   float4 tx = floor(gx + 0.5); | |||
|  |   gx = gx - tx; | |||
|  | 
 | |||
|  |   float2 g00 = float2(gx.x,gy.x); | |||
|  |   float2 g10 = float2(gx.y,gy.y); | |||
|  |   float2 g01 = float2(gx.z,gy.z); | |||
|  |   float2 g11 = float2(gx.w,gy.w); | |||
|  | 
 | |||
|  |   float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); | |||
|  |   g00 *= norm.x; | |||
|  |   g01 *= norm.y; | |||
|  |   g10 *= norm.z; | |||
|  |   g11 *= norm.w; | |||
|  | 
 | |||
|  |   float n00 = dot(g00, float2(fx.x, fy.x)); | |||
|  |   float n10 = dot(g10, float2(fx.y, fy.y)); | |||
|  |   float n01 = dot(g01, float2(fx.z, fy.z)); | |||
|  |   float n11 = dot(g11, float2(fx.w, fy.w)); | |||
|  | 
 | |||
|  |   float2 fade_xy = fade(Pf.xy); | |||
|  |   float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); | |||
|  |   float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); | |||
|  |   return 2.3 * n_xy; | |||
|  | } |