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# NOISE |
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Articles: |
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* Improving Noise, Ken Perlin <http://mrl.nyu.edu/~perlin/paper445.pdf> |
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* Perlin Noise, Hugo Elias <http://freespace.virgin.net/hugo.elias/models/m_perlin.htm> |
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* Implementation of Perlin Noise on GPU, Leena Kora <http://www.sci.utah.edu/~leenak/IndStudy_reportfall/Perlin%20Noise%20on%20GPU.html> |
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* Implementing Improved Perlin Noise, Simon Green <http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter26.html> |
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* Perlin Noise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Perlin.php#.U7Fvs41dVhs> |
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* Simplex Noise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Simplex.php#.U7FwI41dVhs> |
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* Voronoise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Voronoi.php#.U7FwM41dVhs> |
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* Voronoise, inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm> |
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* Voronoi Noise, <http://www.pixeleuphoria.com/node/34> |
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* Mosaic Noise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Mosaic.php#.U7FwZo1dVhs> |
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* Inigo Quilez <http://iquilezles.org/www/articles/morenoise/morenoise.htm> |
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Examples: |
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* Andrew Baldwin <http://thndl.com/?15> |
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## Generic 1,2,3 Noise |
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``` |
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float rand(float n){return fract(sin(n) * 43758.5453123);} |
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float noise(float p){ |
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float fl = floor(p); |
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float fc = fract(p); |
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return mix(rand(fl), rand(fl + 1.0), fc); |
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} |
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float noise(vec2 n) { |
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const vec2 d = vec2(0.0, 1.0); |
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vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); |
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return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); |
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} |
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``` |
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``` |
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float rand(vec2 n) { |
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return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); |
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} |
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float noise(vec2 p){ |
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vec2 ip = floor(p); |
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vec2 u = fract(p); |
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u = u*u*(3.0-2.0*u); |
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float res = mix( |
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mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x), |
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mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y); |
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return res*res; |
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} |
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``` |
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``` |
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float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} |
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vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} |
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vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} |
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float noise(vec3 p){ |
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vec3 a = floor(p); |
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vec3 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); |
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vec4 k1 = perm(b.xyxy); |
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vec4 k2 = perm(k1.xyxy + b.zzww); |
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vec4 c = k2 + a.zzzz; |
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vec4 k3 = perm(c); |
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vec4 k4 = perm(c + 1.0); |
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vec4 o1 = fract(k3 * (1.0 / 41.0)); |
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vec4 o2 = fract(k4 * (1.0 / 41.0)); |
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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return o4.y * d.y + o4.x * (1.0 - d.y); |
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} |
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``` |
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``` |
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// <https://www.shadertoy.com/view/4dS3Wd> |
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// By Morgan McGuire @morgan3d, http://graphicscodex.com |
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// |
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float hash(float n) { return fract(sin(n) * 1e4); } |
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float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } |
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float noise(float x) { |
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float i = floor(x); |
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float f = fract(x); |
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float u = f * f * (3.0 - 2.0 * f); |
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return mix(hash(i), hash(i + 1.0), u); |
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} |
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float noise(vec2 x) { |
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vec2 i = floor(x); |
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vec2 f = fract(x); |
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// Four corners in 2D of a tile |
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float a = hash(i); |
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float b = hash(i + vec2(1.0, 0.0)); |
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float c = hash(i + vec2(0.0, 1.0)); |
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float d = hash(i + vec2(1.0, 1.0)); |
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// Simple 2D lerp using smoothstep envelope between the values. |
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// return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), |
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// mix(c, d, smoothstep(0.0, 1.0, f.x)), |
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// smoothstep(0.0, 1.0, f.y))); |
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// Same code, with the clamps in smoothstep and common subexpressions |
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// optimized away. |
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vec2 u = f * f * (3.0 - 2.0 * f); |
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return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; |
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} |
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// This one has non-ideal tiling properties that I'm still tuning |
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float noise(vec3 x) { |
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const vec3 step = vec3(110, 241, 171); |
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vec3 i = floor(x); |
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vec3 f = fract(x); |
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// For performance, compute the base input to a 1D hash from the integer part of the argument and the |
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// incremental change to the 1D based on the 3D -> 1D wrapping |
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float n = dot(i, step); |
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vec3 u = f * f * (3.0 - 2.0 * f); |
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return mix(mix(mix( hash(n + dot(step, vec3(0, 0, 0))), hash(n + dot(step, vec3(1, 0, 0))), u.x), |
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mix( hash(n + dot(step, vec3(0, 1, 0))), hash(n + dot(step, vec3(1, 1, 0))), u.x), u.y), |
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mix(mix( hash(n + dot(step, vec3(0, 0, 1))), hash(n + dot(step, vec3(1, 0, 1))), u.x), |
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mix( hash(n + dot(step, vec3(0, 1, 1))), hash(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z); |
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} |
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``` |
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## IQ NOISES |
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by inigo quilez |
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``` |
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// <https://www.shadertoy.com/view/MdX3Rr> |
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// by inigo quilez |
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// |
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float hash(float n){ return fract(sin(n) * 43758.5453123);} |
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float noise(vec2 x){ |
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vec2 p = floor(x); |
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vec2 f = fract(x); |
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f = f*f*(3.0-2.0*f); |
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float n = p.x + p.y*57.0; |
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float res = mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), |
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mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y); |
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return res; |
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} |
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``` |
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``` |
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// <https://www.shadertoy.com/view/XslGRr> |
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// by inigo quilez |
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// |
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float hash(float n){ return fract(sin(n) * 43758.5453123);} |
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float noise(vec3 x){ |
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vec3 p = floor(x); |
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vec3 f = fract(x); |
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f = f*f*(3.0-2.0*f); |
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float n = p.x + p.y*157.0 + 113.0*p.z; |
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return mix(mix(mix( hash(n+ 0.0), hash(n+ 1.0),f.x), |
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mix( hash(n+157.0), hash(n+158.0),f.x),f.y), |
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mix(mix( hash(n+113.0), hash(n+114.0),f.x), |
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mix( hash(n+270.0), hash(n+271.0),f.x),f.y),f.z); |
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} |
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``` |
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``` |
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// <https://www.shadertoy.com/view/MdX3Rr> |
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// by inigo quilez |
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// |
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float hash(float n){ return fract(sin(n) * 43758.5453123);} |
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vec3 noised( vec2 x ){ |
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vec2 p = floor(x); |
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vec2 f = fract(x); |
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vec2 u = f*f*(3.0-2.0*f); |
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float n = p.x + p.y*57.0; |
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float a = hash(n+ 0.0); |
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float b = hash(n+ 1.0); |
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float c = hash(n+ 57.0); |
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float d = hash(n+ 58.0); |
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return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y, |
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30.0*f*f*(f*(f-2.0)+1.0)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx)); |
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} |
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``` |
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## Perlin Noise |
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``` |
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float rand(vec2 c){ |
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return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453); |
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} |
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float noise(vec2 p, float freq ){ |
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float unit = screenWidth/freq; |
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vec2 ij = floor(p/unit); |
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vec2 xy = mod(p,unit)/unit; |
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//xy = 3.*xy*xy-2.*xy*xy*xy; |
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xy = .5*(1.-cos(PI*xy)); |
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float a = rand((ij+vec2(0.,0.))); |
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float b = rand((ij+vec2(1.,0.))); |
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float c = rand((ij+vec2(0.,1.))); |
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float d = rand((ij+vec2(1.,1.))); |
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float x1 = mix(a, b, xy.x); |
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float x2 = mix(c, d, xy.x); |
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return mix(x1, x2, xy.y); |
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} |
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float pNoise(vec2 p, int res){ |
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float persistance = .5; |
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float n = 0.; |
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float normK = 0.; |
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float f = 4.; |
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float amp = 1.; |
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int iCount = 0; |
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for (int i = 0; i<50; i++){ |
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n+=amp*noise(p, f); |
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f*=2.; |
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normK+=amp; |
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amp*=persistance; |
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if (iCount == res) break; |
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iCount++; |
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} |
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float nf = n/normK; |
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return nf*nf*nf*nf; |
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} |
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``` |
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``` |
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#define M_PI 3.14159265358979323846 |
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float rand(vec2 co){return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);} |
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float rand (vec2 co, float l) {return rand(vec2(rand(co), l));} |
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float rand (vec2 co, float l, float t) {return rand(vec2(rand(co, l), t));} |
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float perlin(vec2 p, float dim, float time) { |
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vec2 pos = floor(p * dim); |
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vec2 posx = pos + vec2(1.0, 0.0); |
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vec2 posy = pos + vec2(0.0, 1.0); |
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vec2 posxy = pos + vec2(1.0); |
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float c = rand(pos, dim, time); |
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float cx = rand(posx, dim, time); |
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float cy = rand(posy, dim, time); |
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float cxy = rand(posxy, dim, time); |
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vec2 d = fract(p * dim); |
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d = -0.5 * cos(d * M_PI) + 0.5; |
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float ccx = mix(c, cx, d.x); |
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float cycxy = mix(cy, cxy, d.x); |
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float center = mix(ccx, cycxy, d.y); |
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return center * 2.0 - 1.0; |
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} |
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// p must be normalized! |
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float perlin(vec2 p, float dim) { |
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/*vec2 pos = floor(p * dim); |
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vec2 posx = pos + vec2(1.0, 0.0); |
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vec2 posy = pos + vec2(0.0, 1.0); |
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vec2 posxy = pos + vec2(1.0); |
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// For exclusively black/white noise |
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/*float c = step(rand(pos, dim), 0.5); |
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float cx = step(rand(posx, dim), 0.5); |
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float cy = step(rand(posy, dim), 0.5); |
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float cxy = step(rand(posxy, dim), 0.5);*/ |
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/*float c = rand(pos, dim); |
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float cx = rand(posx, dim); |
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float cy = rand(posy, dim); |
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float cxy = rand(posxy, dim); |
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vec2 d = fract(p * dim); |
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d = -0.5 * cos(d * M_PI) + 0.5; |
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float ccx = mix(c, cx, d.x); |
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float cycxy = mix(cy, cxy, d.x); |
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float center = mix(ccx, cycxy, d.y); |
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return center * 2.0 - 1.0;*/ |
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return perlin(p, dim, 0.0); |
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} |
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``` |
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## Classic Perlin Noise |
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``` |
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// Classic Perlin 2D Noise |
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// by Stefan Gustavson |
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// |
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vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} |
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float cnoise(vec2 P){ |
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); |
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); |
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Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation |
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vec4 ix = Pi.xzxz; |
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vec4 iy = Pi.yyww; |
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vec4 fx = Pf.xzxz; |
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vec4 fy = Pf.yyww; |
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vec4 i = permute(permute(ix) + iy); |
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vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... |
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vec4 gy = abs(gx) - 0.5; |
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vec4 tx = floor(gx + 0.5); |
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gx = gx - tx; |
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vec2 g00 = vec2(gx.x,gy.x); |
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vec2 g10 = vec2(gx.y,gy.y); |
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vec2 g01 = vec2(gx.z,gy.z); |
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vec2 g11 = vec2(gx.w,gy.w); |
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vec4 norm = 1.79284291400159 - 0.85373472095314 * |
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vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); |
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g00 *= norm.x; |
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g01 *= norm.y; |
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g10 *= norm.z; |
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g11 *= norm.w; |
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float n00 = dot(g00, vec2(fx.x, fy.x)); |
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float n10 = dot(g10, vec2(fx.y, fy.y)); |
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float n01 = dot(g01, vec2(fx.z, fy.z)); |
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float n11 = dot(g11, vec2(fx.w, fy.w)); |
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vec2 fade_xy = fade(Pf.xy); |
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); |
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y); |
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return 2.3 * n_xy; |
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} |
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``` |
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``` |
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// Classic Perlin 3D Noise |
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// by Stefan Gustavson |
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// |
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vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} |
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vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} |
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vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} |
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float cnoise(vec3 P){ |
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vec3 Pi0 = floor(P); // Integer part for indexing |
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 |
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Pi0 = mod(Pi0, 289.0); |
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Pi1 = mod(Pi1, 289.0); |
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vec3 Pf0 = fract(P); // Fractional part for interpolation |
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 |
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
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vec4 iy = vec4(Pi0.yy, Pi1.yy); |
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vec4 iz0 = Pi0.zzzz; |
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vec4 iz1 = Pi1.zzzz; |
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vec4 ixy = permute(permute(ix) + iy); |
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vec4 ixy0 = permute(ixy + iz0); |
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vec4 ixy1 = permute(ixy + iz1); |
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vec4 gx0 = ixy0 / 7.0; |
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vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; |
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gx0 = fract(gx0); |
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); |
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vec4 sz0 = step(gz0, vec4(0.0)); |
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gx0 -= sz0 * (step(0.0, gx0) - 0.5); |
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gy0 -= sz0 * (step(0.0, gy0) - 0.5); |
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vec4 gx1 = ixy1 / 7.0; |
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vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; |
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gx1 = fract(gx1); |
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); |
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vec4 sz1 = step(gz1, vec4(0.0)); |
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gx1 -= sz1 * (step(0.0, gx1) - 0.5); |
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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; |
|
|
} |
|
|
``` |
|
|
|
|
|
``` |
|
|
// Classic Perlin 3D Noise |
|
|
// by Stefan Gustavson |
|
|
// |
|
|
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} |
|
|
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} |
|
|
vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} |
|
|
|
|
|
float cnoise(vec4 P){ |
|
|
vec4 Pi0 = floor(P); // Integer part for indexing |
|
|
vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 |
|
|
Pi0 = mod(Pi0, 289.0); |
|
|
Pi1 = mod(Pi1, 289.0); |
|
|
vec4 Pf0 = fract(P); // Fractional part for interpolation |
|
|
vec4 Pf1 = Pf0 - 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 = vec4(Pi0.zzzz); |
|
|
vec4 iz1 = vec4(Pi1.zzzz); |
|
|
vec4 iw0 = vec4(Pi0.wwww); |
|
|
vec4 iw1 = vec4(Pi1.wwww); |
|
|
|
|
|
vec4 ixy = permute(permute(ix) + iy); |
|
|
vec4 ixy0 = permute(ixy + iz0); |
|
|
vec4 ixy1 = permute(ixy + iz1); |
|
|
vec4 ixy00 = permute(ixy0 + iw0); |
|
|
vec4 ixy01 = permute(ixy0 + iw1); |
|
|
vec4 ixy10 = permute(ixy1 + iw0); |
|
|
vec4 ixy11 = permute(ixy1 + iw1); |
|
|
|
|
|
vec4 gx00 = ixy00 / 7.0; |
|
|
vec4 gy00 = floor(gx00) / 7.0; |
|
|
vec4 gz00 = floor(gy00) / 6.0; |
|
|
gx00 = fract(gx00) - 0.5; |
|
|
gy00 = fract(gy00) - 0.5; |
|
|
gz00 = fract(gz00) - 0.5; |
|
|
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); |
|
|
vec4 sw00 = step(gw00, vec4(0.0)); |
|
|
gx00 -= sw00 * (step(0.0, gx00) - 0.5); |
|
|
gy00 -= sw00 * (step(0.0, gy00) - 0.5); |
|
|
|
|
|
vec4 gx01 = ixy01 / 7.0; |
|
|
vec4 gy01 = floor(gx01) / 7.0; |
|
|
vec4 gz01 = floor(gy01) / 6.0; |
|
|
gx01 = fract(gx01) - 0.5; |
|
|
gy01 = fract(gy01) - 0.5; |
|
|
gz01 = fract(gz01) - 0.5; |
|
|
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); |
|
|
vec4 sw01 = step(gw01, vec4(0.0)); |
|
|
gx01 -= sw01 * (step(0.0, gx01) - 0.5); |
|
|
gy01 -= sw01 * (step(0.0, gy01) - 0.5); |
|
|
|
|
|
vec4 gx10 = ixy10 / 7.0; |
|
|
vec4 gy10 = floor(gx10) / 7.0; |
|
|
vec4 gz10 = floor(gy10) / 6.0; |
|
|
gx10 = fract(gx10) - 0.5; |
|
|
gy10 = fract(gy10) - 0.5; |
|
|
gz10 = fract(gz10) - 0.5; |
|
|
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); |
|
|
vec4 sw10 = step(gw10, vec4(0.0)); |
|
|
gx10 -= sw10 * (step(0.0, gx10) - 0.5); |
|
|
gy10 -= sw10 * (step(0.0, gy10) - 0.5); |
|
|
|
|
|
vec4 gx11 = ixy11 / 7.0; |
|
|
vec4 gy11 = floor(gx11) / 7.0; |
|
|
vec4 gz11 = floor(gy11) / 6.0; |
|
|
gx11 = fract(gx11) - 0.5; |
|
|
gy11 = fract(gy11) - 0.5; |
|
|
gz11 = fract(gz11) - 0.5; |
|
|
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); |
|
|
vec4 sw11 = step(gw11, vec4(0.0)); |
|
|
gx11 -= sw11 * (step(0.0, gx11) - 0.5); |
|
|
gy11 -= sw11 * (step(0.0, gy11) - 0.5); |
|
|
|
|
|
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); |
|
|
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); |
|
|
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); |
|
|
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); |
|
|
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); |
|
|
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); |
|
|
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); |
|
|
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); |
|
|
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); |
|
|
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); |
|
|
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); |
|
|
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); |
|
|
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); |
|
|
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); |
|
|
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); |
|
|
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); |
|
|
|
|
|
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); |
|
|
g0000 *= norm00.x; |
|
|
g0100 *= norm00.y; |
|
|
g1000 *= norm00.z; |
|
|
g1100 *= norm00.w; |
|
|
|
|
|
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); |
|
|
g0001 *= norm01.x; |
|
|
g0101 *= norm01.y; |
|
|
g1001 *= norm01.z; |
|
|
g1101 *= norm01.w; |
|
|
|
|
|
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); |
|
|
g0010 *= norm10.x; |
|
|
g0110 *= norm10.y; |
|
|
g1010 *= norm10.z; |
|
|
g1110 *= norm10.w; |
|
|
|
|
|
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); |
|
|
g0011 *= norm11.x; |
|
|
g0111 *= norm11.y; |
|
|
g1011 *= norm11.z; |
|
|
g1111 *= norm11.w; |
|
|
|
|
|
float n0000 = dot(g0000, Pf0); |
|
|
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); |
|
|
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); |
|
|
float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); |
|
|
float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); |
|
|
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); |
|
|
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); |
|
|
float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); |
|
|
float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); |
|
|
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); |
|
|
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); |
|
|
float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); |
|
|
float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); |
|
|
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); |
|
|
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); |
|
|
float n1111 = dot(g1111, Pf1); |
|
|
|
|
|
vec4 fade_xyzw = fade(Pf0); |
|
|
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); |
|
|
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); |
|
|
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); |
|
|
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); |
|
|
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); |
|
|
return 2.2 * n_xyzw; |
|
|
} |
|
|
|
|
|
// Classic Perlin noise, periodic version |
|
|
float cnoise(vec4 P, vec4 rep){ |
|
|
vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep |
|
|
vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep |
|
|
vec4 Pf0 = fract(P); // Fractional part for interpolation |
|
|
vec4 Pf1 = Pf0 - 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 = vec4(Pi0.zzzz); |
|
|
vec4 iz1 = vec4(Pi1.zzzz); |
|
|
vec4 iw0 = vec4(Pi0.wwww); |
|
|
vec4 iw1 = vec4(Pi1.wwww); |
|
|
|
|
|
vec4 ixy = permute(permute(ix) + iy); |
|
|
vec4 ixy0 = permute(ixy + iz0); |
|
|
vec4 ixy1 = permute(ixy + iz1); |
|
|
vec4 ixy00 = permute(ixy0 + iw0); |
|
|
vec4 ixy01 = permute(ixy0 + iw1); |
|
|
vec4 ixy10 = permute(ixy1 + iw0); |
|
|
vec4 ixy11 = permute(ixy1 + iw1); |
|
|
|
|
|
vec4 gx00 = ixy00 / 7.0; |
|
|
vec4 gy00 = floor(gx00) / 7.0; |
|
|
vec4 gz00 = floor(gy00) / 6.0; |
|
|
gx00 = fract(gx00) - 0.5; |
|
|
gy00 = fract(gy00) - 0.5; |
|
|
gz00 = fract(gz00) - 0.5; |
|
|
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); |
|
|
vec4 sw00 = step(gw00, vec4(0.0)); |
|
|
gx00 -= sw00 * (step(0.0, gx00) - 0.5); |
|
|
gy00 -= sw00 * (step(0.0, gy00) - 0.5); |
|
|
|
|
|
vec4 gx01 = ixy01 / 7.0; |
|
|
vec4 gy01 = floor(gx01) / 7.0; |
|
|
vec4 gz01 = floor(gy01) / 6.0; |
|
|
gx01 = fract(gx01) - 0.5; |
|
|
gy01 = fract(gy01) - 0.5; |
|
|
gz01 = fract(gz01) - 0.5; |
|
|
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); |
|
|
vec4 sw01 = step(gw01, vec4(0.0)); |
|
|
gx01 -= sw01 * (step(0.0, gx01) - 0.5); |
|
|
gy01 -= sw01 * (step(0.0, gy01) - 0.5); |
|
|
|
|
|
vec4 gx10 = ixy10 / 7.0; |
|
|
vec4 gy10 = floor(gx10) / 7.0; |
|
|
vec4 gz10 = floor(gy10) / 6.0; |
|
|
gx10 = fract(gx10) - 0.5; |
|
|
gy10 = fract(gy10) - 0.5; |
|
|
gz10 = fract(gz10) - 0.5; |
|
|
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); |
|
|
vec4 sw10 = step(gw10, vec4(0.0)); |
|
|
gx10 -= sw10 * (step(0.0, gx10) - 0.5); |
|
|
gy10 -= sw10 * (step(0.0, gy10) - 0.5); |
|
|
|
|
|
vec4 gx11 = ixy11 / 7.0; |
|
|
vec4 gy11 = floor(gx11) / 7.0; |
|
|
vec4 gz11 = floor(gy11) / 6.0; |
|
|
gx11 = fract(gx11) - 0.5; |
|
|
gy11 = fract(gy11) - 0.5; |
|
|
gz11 = fract(gz11) - 0.5; |
|
|
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); |
|
|
vec4 sw11 = step(gw11, vec4(0.0)); |
|
|
gx11 -= sw11 * (step(0.0, gx11) - 0.5); |
|
|
gy11 -= sw11 * (step(0.0, gy11) - 0.5); |
|
|
|
|
|
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); |
|
|
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); |
|
|
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); |
|
|
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); |
|
|
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); |
|
|
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); |
|
|
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); |
|
|
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); |
|
|
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); |
|
|
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); |
|
|
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); |
|
|
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); |
|
|
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); |
|
|
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); |
|
|
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); |
|
|
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); |
|
|
|
|
|
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); |
|
|
g0000 *= norm00.x; |
|
|
g0100 *= norm00.y; |
|
|
g1000 *= norm00.z; |
|
|
g1100 *= norm00.w; |
|
|
|
|
|
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); |
|
|
g0001 *= norm01.x; |
|
|
g0101 *= norm01.y; |
|
|
g1001 *= norm01.z; |
|
|
g1101 *= norm01.w; |
|
|
|
|
|
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); |
|
|
g0010 *= norm10.x; |
|
|
g0110 *= norm10.y; |
|
|
g1010 *= norm10.z; |
|
|
g1110 *= norm10.w; |
|
|
|
|
|
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); |
|
|
g0011 *= norm11.x; |
|
|
g0111 *= norm11.y; |
|
|
g1011 *= norm11.z; |
|
|
g1111 *= norm11.w; |
|
|
|
|
|
float n0000 = dot(g0000, Pf0); |
|
|
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); |
|
|
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); |
|
|
float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); |
|
|
float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); |
|
|
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); |
|
|
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); |
|
|
float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); |
|
|
float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); |
|
|
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); |
|
|
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); |
|
|
float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); |
|
|
float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); |
|
|
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); |
|
|
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); |
|
|
float n1111 = dot(g1111, Pf1); |
|
|
|
|
|
vec4 fade_xyzw = fade(Pf0); |
|
|
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); |
|
|
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); |
|
|
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); |
|
|
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); |
|
|
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); |
|
|
return 2.2 * n_xyzw; |
|
|
} |
|
|
|
|
|
### [Simplex Noise](http://en.wikipedia.org/wiki/Simplex_noise) |
|
|
|
|
|
``` |
|
|
// Simplex 2D noise |
|
|
// |
|
|
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } |
|
|
|
|
|
float snoise(vec2 v){ |
|
|
const vec4 C = vec4(0.211324865405187, 0.366025403784439, |
|
|
-0.577350269189626, 0.024390243902439); |
|
|
vec2 i = floor(v + dot(v, C.yy) ); |
|
|
vec2 x0 = v - i + dot(i, C.xx); |
|
|
vec2 i1; |
|
|
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); |
|
|
vec4 x12 = x0.xyxy + C.xxzz; |
|
|
x12.xy -= i1; |
|
|
i = mod(i, 289.0); |
|
|
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) |
|
|
+ i.x + vec3(0.0, i1.x, 1.0 )); |
|
|
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), |
|
|
dot(x12.zw,x12.zw)), 0.0); |
|
|
m = m*m ; |
|
|
m = m*m ; |
|
|
vec3 x = 2.0 * fract(p * C.www) - 1.0; |
|
|
vec3 h = abs(x) - 0.5; |
|
|
vec3 ox = floor(x + 0.5); |
|
|
vec3 a0 = x - ox; |
|
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); |
|
|
vec3 g; |
|
|
g.x = a0.x * x0.x + h.x * x0.y; |
|
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw; |
|
|
return 130.0 * dot(m, g); |
|
|
} |
|
|
``` |
|
|
|
|
|
``` |
|
|
// Simplex 3D Noise |
|
|
// by Ian McEwan, Ashima Arts |
|
|
// |
|
|
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} |
|
|
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} |
|
|
|
|
|
float snoise(vec3 v){ |
|
|
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; |
|
|
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); |
|
|
|
|
|
// First corner |
|
|
vec3 i = floor(v + dot(v, C.yyy) ); |
|
|
vec3 x0 = v - i + dot(i, C.xxx) ; |
|
|
|
|
|
// Other corners |
|
|
vec3 g = step(x0.yzx, x0.xyz); |
|
|
vec3 l = 1.0 - g; |
|
|
vec3 i1 = min( g.xyz, l.zxy ); |
|
|
vec3 i2 = max( g.xyz, l.zxy ); |
|
|
|
|
|
// x0 = x0 - 0. + 0.0 * C |
|
|
vec3 x1 = x0 - i1 + 1.0 * C.xxx; |
|
|
vec3 x2 = x0 - i2 + 2.0 * C.xxx; |
|
|
vec3 x3 = x0 - 1. + 3.0 * C.xxx; |
|
|
|
|
|
// Permutations |
|
|
i = mod(i, 289.0 ); |
|
|
vec4 p = permute( permute( permute( |
|
|
i.z + vec4(0.0, i1.z, i2.z, 1.0 )) |
|
|
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 )) |
|
|
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 )); |
|
|
|
|
|
// Gradients |
|
|
// ( N*N points uniformly over a square, mapped onto an octahedron.) |
|
|
float n_ = 1.0/7.0; // N=7 |
|
|
vec3 ns = n_ * D.wyz - D.xzx; |
|
|
|
|
|
vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) |
|
|
|
|
|
vec4 x_ = floor(j * ns.z); |
|
|
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) |
|
|
|
|
|
vec4 x = x_ *ns.x + ns.yyyy; |
|
|
vec4 y = y_ *ns.x + ns.yyyy; |
|
|
vec4 h = 1.0 - abs(x) - abs(y); |
|
|
|
|
|
vec4 b0 = vec4( x.xy, y.xy ); |
|
|
vec4 b1 = vec4( x.zw, y.zw ); |
|
|
|
|
|
vec4 s0 = floor(b0)*2.0 + 1.0; |
|
|
vec4 s1 = floor(b1)*2.0 + 1.0; |
|
|
vec4 sh = -step(h, vec4(0.0)); |
|
|
|
|
|
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; |
|
|
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; |
|
|
|
|
|
vec3 p0 = vec3(a0.xy,h.x); |
|
|
vec3 p1 = vec3(a0.zw,h.y); |
|
|
vec3 p2 = vec3(a1.xy,h.z); |
|
|
vec3 p3 = vec3(a1.zw,h.w); |
|
|
|
|
|
//Normalise gradients |
|
|
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); |
|
|
p0 *= norm.x; |
|
|
p1 *= norm.y; |
|
|
p2 *= norm.z; |
|
|
p3 *= norm.w; |
|
|
|
|
|
// Mix final noise value |
|
|
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); |
|
|
m = m * m; |
|
|
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), |
|
|
dot(p2,x2), dot(p3,x3) ) ); |
|
|
} |
|
|
``` |
|
|
|
|
|
``` |
|
|
// Simplex 4D Noise |
|
|
// by Ian McEwan, Ashima Arts |
|
|
// |
|
|
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} |
|
|
float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} |
|
|
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} |
|
|
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} |
|
|
|
|
|
vec4 grad4(float j, vec4 ip){ |
|
|
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); |
|
|
vec4 p,s; |
|
|
|
|
|
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; |
|
|
p.w = 1.5 - dot(abs(p.xyz), ones.xyz); |
|
|
s = vec4(lessThan(p, vec4(0.0))); |
|
|
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; |
|
|
|
|
|
return p; |
|
|
} |
|
|
|
|
|
float snoise(vec4 v){ |
|
|
const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 |
|
|
0.309016994374947451); // (sqrt(5) - 1)/4 F4 |
|
|
// First corner |
|
|
vec4 i = floor(v + dot(v, C.yyyy) ); |
|
|
vec4 x0 = v - i + dot(i, C.xxxx); |
|
|
|
|
|
// Other corners |
|
|
|
|
|
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) |
|
|
vec4 i0; |
|
|
|
|
|
vec3 isX = step( x0.yzw, x0.xxx ); |
|
|
vec3 isYZ = step( x0.zww, x0.yyz ); |
|
|
// i0.x = dot( isX, vec3( 1.0 ) ); |
|
|
i0.x = isX.x + isX.y + isX.z; |
|
|
i0.yzw = 1.0 - isX; |
|
|
|
|
|
// i0.y += dot( isYZ.xy, vec2( 1.0 ) ); |
|
|
i0.y += isYZ.x + isYZ.y; |
|
|
i0.zw += 1.0 - isYZ.xy; |
|
|
|
|
|
i0.z += isYZ.z; |
|
|
i0.w += 1.0 - isYZ.z; |
|
|
|
|
|
// i0 now contains the unique values 0,1,2,3 in each channel |
|
|
vec4 i3 = clamp( i0, 0.0, 1.0 ); |
|
|
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); |
|
|
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); |
|
|
|
|
|
// x0 = x0 - 0.0 + 0.0 * C |
|
|
vec4 x1 = x0 - i1 + 1.0 * C.xxxx; |
|
|
vec4 x2 = x0 - i2 + 2.0 * C.xxxx; |
|
|
vec4 x3 = x0 - i3 + 3.0 * C.xxxx; |
|
|
vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; |
|
|
|
|
|
// Permutations |
|
|
i = mod(i, 289.0); |
|
|
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); |
|
|
vec4 j1 = permute( permute( permute( permute ( |
|
|
i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) |
|
|
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) |
|
|
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) |
|
|
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); |
|
|
// Gradients |
|
|
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.) |
|
|
// 7*7*6 = 294, which is close to the ring size 17*17 = 289. |
|
|
|
|
|
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; |
|
|
|
|
|
vec4 p0 = grad4(j0, ip); |
|
|
vec4 p1 = grad4(j1.x, ip); |
|
|
vec4 p2 = grad4(j1.y, ip); |
|
|
vec4 p3 = grad4(j1.z, ip); |
|
|
vec4 p4 = grad4(j1.w, ip); |
|
|
|
|
|
// Normalise gradients |
|
|
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); |
|
|
p0 *= norm.x; |
|
|
p1 *= norm.y; |
|
|
p2 *= norm.z; |
|
|
p3 *= norm.w; |
|
|
p4 *= taylorInvSqrt(dot(p4,p4)); |
|
|
|
|
|
// Mix contributions from the five corners |
|
|
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); |
|
|
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0); |
|
|
m0 = m0 * m0; |
|
|
m1 = m1 * m1; |
|
|
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) |
|
|
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; |
|
|
|
|
|
} |
|
|
``` |
|
|
|
|
|
``` |
|
|
// <www.shadertoy.com/view/XsX3zB> |
|
|
// by Nikita Miropolskiy |
|
|
|
|
|
/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */ |
|
|
vec3 random3(vec3 c) { |
|
|
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); |
|
|
vec3 r; |
|
|
r.z = fract(512.0*j); |
|
|
j *= .125; |
|
|
r.x = fract(512.0*j); |
|
|
j *= .125; |
|
|
r.y = fract(512.0*j); |
|
|
return r-0.5; |
|
|
} |
|
|
|
|
|
const float F3 = 0.3333333; |
|
|
const float G3 = 0.1666667; |
|
|
float snoise(vec3 p) { |
|
|
|
|
|
vec3 s = floor(p + dot(p, vec3(F3))); |
|
|
vec3 x = p - s + dot(s, vec3(G3)); |
|
|
|
|
|
vec3 e = step(vec3(0.0), x - x.yzx); |
|
|
vec3 i1 = e*(1.0 - e.zxy); |
|
|
vec3 i2 = 1.0 - e.zxy*(1.0 - e); |
|
|
|
|
|
vec3 x1 = x - i1 + G3; |
|
|
vec3 x2 = x - i2 + 2.0*G3; |
|
|
vec3 x3 = x - 1.0 + 3.0*G3; |
|
|
|
|
|
vec4 w, d; |
|
|
|
|
|
w.x = dot(x, x); |
|
|
w.y = dot(x1, x1); |
|
|
w.z = dot(x2, x2); |
|
|
w.w = dot(x3, x3); |
|
|
|
|
|
w = max(0.6 - w, 0.0); |
|
|
|
|
|
d.x = dot(random3(s), x); |
|
|
d.y = dot(random3(s + i1), x1); |
|
|
d.z = dot(random3(s + i2), x2); |
|
|
d.w = dot(random3(s + 1.0), x3); |
|
|
|
|
|
w *= w; |
|
|
w *= w; |
|
|
d *= w; |
|
|
|
|
|
return dot(d, vec4(52.0)); |
|
|
} |
|
|
|
|
|
float snoiseFractal(vec3 m) { |
|
|
return 0.5333333* snoise(m) |
|
|
+0.2666667* snoise(2.0*m) |
|
|
+0.1333333* snoise(4.0*m) |
|
|
+0.0666667* snoise(8.0*m); |
|
|
} |
|
|
|
|
|
|
|
|
``` |
|
|
|
|
|
## NOISE SubTypes |
|
|
|
|
|
``` |
|
|
// Blur noise |
|
|
// |
|
|
float smooth_noise(vec2 pos){ |
|
|
return ( noise(pos + vec2(1,1)) + noise(pos + vec2(1,1)) + noise(pos + vec2(1,1)) + noise(pos + vec2(1,1)) ) / 16.0 |
|
|
+ ( noise(pos + vec2(1,0)) + noise(pos + vec2(-1,0)) + noise(pos + vec2(0,1)) + noise(pos + vec2(0,-1)) ) / 8.0 |
|
|
+ noise(pos) / 4.0; |
|
|
} |
|
|
|
|
|
// Linear interpolation |
|
|
// |
|
|
float interpolate_noise(vec2 pos){ |
|
|
float a, b, c, d; |
|
|
|
|
|
a = smooth_noise(floor(pos)); |
|
|
b = smooth_noise(vec2(floor(pos.x+1.0), floor(pos.y))); |
|
|
c = smooth_noise(vec2(floor(pos.x), floor(pos.y+1.0))); |
|
|
d = smooth_noise(vec2(floor(pos.x+1.0), floor(pos.y+1.0))); |
|
|
|
|
|
a = mix(a, b, fract(pos.x)); |
|
|
b = mix(c, d, fract(pos.x)); |
|
|
a = mix(a, b, fract(pos.y)); |
|
|
|
|
|
return a; |
|
|
} |
|
|
``` |
|
|
|
|
|
``` |
|
|
// Noise Flow <https://www.shadertoy.com/view/lslXRS> |
|
|
// by nimitz (stormoid.com) (twitter: @stormoid) |
|
|
// |
|
|
mat2 makem2(in float theta){float c = cos(theta);float s = sin(theta);return mat2(c,-s,s,c);} |
|
|
|
|
|
vec2 gradn(vec2 p){ |
|
|
float ep = .09; |
|
|
float gradx = noise(vec2(p.x+ep,p.y))-noise(vec2(p.x-ep,p.y)); |
|
|
float grady = noise(vec2(p.x,p.y+ep))-noise(vec2(p.x,p.y-ep)); |
|
|
return vec2(gradx,grady); |
|
|
} |
|
|
|
|
|
float flow(vec2 p){ |
|
|
float z=2.; |
|
|
float rz = 0.; |
|
|
vec2 bp = p; |
|
|
for (float i= 1.;i < 7.;i++ ){ |
|
|
//primary flow speed |
|
|
p += time*1.5; |
|
|
|
|
|
//secondary flow speed (speed of the perceived flow) |
|
|
bp += time*2.; |
|
|
|
|
|
//displacement field (try changing time multiplier) |
|
|
vec2 gr = gradn(i*p*.34+time*1.); |
|
|
|
|
|
//rotation of the displacement field |
|
|
gr*=makem2(time*10.-(0.05*p.x+0.03*p.y)*40.); |
|
|
|
|
|
//displace the system |
|
|
p += gr*.5; |
|
|
|
|
|
//add noise octave |
|
|
rz+= (sin(noise(p)*7.)*0.5+0.5)/z; |
|
|
|
|
|
//blend factor (blending displaced system with base system) |
|
|
//you could call this advection factor (.5 being low, .95 being high) |
|
|
p = mix(bp,p,.8); |
|
|
|
|
|
//intensity scaling |
|
|
z *= 1.4; |
|
|
//octave scaling |
|
|
p *= 2.; |
|
|
bp *= 1.9; |
|
|
} |
|
|
return rz; |
|
|
} |
|
|
``` |
|
|
|
|
|
### NormalMap Noise |
|
|
|
|
|
``` |
|
|
vec3 normalNoise(vec2 _st, float _zoom, float _speed){ |
|
|
vec2 v1 = _st; |
|
|
vec2 v2 = _st; |
|
|
vec2 v3 = _st; |
|
|
float expon = pow(10.0, _zoom*2.0); |
|
|
v1 /= 1.0*expon; |
|
|
v2 /= 0.62*expon; |
|
|
v3 /= 0.83*expon; |
|
|
float n = time*_speed; |
|
|
float nr = (simplexNoise(vec3(v1, n)) + simplexNoise(vec3(v2, n)) + simplexNoise(vec3(v3, n))) / 6.0 + 0.5; |
|
|
n = time * _speed + 1000.0; |
|
|
float ng = (simplexNoise(vec3(v1, n)) + simplexNoise(vec3(v2, n)) + simplexNoise(vec3(v3, n))) / 6.0 + 0.5; |
|
|
return vec3(nr,ng,0.5); |
|
|
} |
|
|
``` |
|
|
|
|
|
## VoroNoise |
|
|
|
|
|
|
|
|
``` |
|
|
// <https://www.shadertoy.com/view/Xd23Dh> |
|
|
// by inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm> |
|
|
// |
|
|
|
|
|
vec3 hash3( vec2 p ){ |
|
|
vec3 q = vec3( dot(p,vec2(127.1,311.7)), |
|
|
dot(p,vec2(269.5,183.3)), |
|
|
dot(p,vec2(419.2,371.9)) ); |
|
|
return fract(sin(q)*43758.5453); |
|
|
} |
|
|
|
|
|
float iqnoise( in vec2 x, float u, float v ){ |
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vec2 p = floor(x); |
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vec2 f = fract(x); |
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|
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float k = 1.0+63.0*pow(1.0-v,4.0); |
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|
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float va = 0.0; |
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float wt = 0.0; |
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for( int j=-2; j<=2; j++ ) |
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for( int i=-2; i<=2; i++ ) |
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{ |
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vec2 g = vec2( float(i),float(j) ); |
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vec3 o = hash3( p + g )*vec3(u,u,1.0); |
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vec2 r = g - f + o.xy; |
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float d = dot(r,r); |
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float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k ); |
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va += o.z*ww; |
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wt += ww; |
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} |
|
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|
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return va/wt; |
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} |
|
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|
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|
``` |
|
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|
|
|
|
|
|
|
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``` |
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// https://www.shadertoy.com/view/lsjGWD |
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// by Pietro De Nicola |
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// |
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#define OCTAVES 1 // 7 |
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#define SWITCH_TIME 60.0 // seconds |
|
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|
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float t = time/SWITCH_TIME; |
|
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|
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float function = mod(t,4.0); |
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bool multiply_by_F1 = mod(t,8.0) >= 4.0; |
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bool inverse = mod(t,16.0) >= 8.0; |
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float distance_type = mod(t/16.0,4.0); |
|
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|
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vec2 hash( vec2 p ){ |
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p = vec2( dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))); |
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return fract(sin(p)*43758.5453); |
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} |
|
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|
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float voronoi( in vec2 x ){ |
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vec2 n = floor( x ); |
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vec2 f = fract( x ); |
|
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|
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float F1 = 8.0; |
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float F2 = 8.0; |
|
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|
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for( int j=-1; j<=1; j++ ) |
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for( int i=-1; i<=1; i++ ){ |
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vec2 g = vec2(i,j); |
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vec2 o = hash( n + g ); |
|
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|
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o = 0.5 + 0.41*sin( time + 6.2831*o ); |
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vec2 r = g - f + o; |
|
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|
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float d = distance_type < 1.0 ? dot(r,r) : // euclidean^2 |
|
|
distance_type < 2.0 ? sqrt(dot(r,r)) : // euclidean |
|
|
distance_type < 3.0 ? abs(r.x) + abs(r.y) : // manhattan |
|
|
distance_type < 4.0 ? max(abs(r.x), abs(r.y)) : // chebyshev |
|
|
0.0; |
|
|
|
|
|
if( d<F1 ) { |
|
|
F2 = F1; |
|
|
F1 = d; |
|
|
} else if( d<F2 ) { |
|
|
F2 = d; |
|
|
} |
|
|
} |
|
|
|
|
|
float c = function < 1.0 ? F1 : |
|
|
function < 2.0 ? F2 : |
|
|
function < 3.0 ? F2-F1 : |
|
|
function < 4.0 ? (F1+F2)/2.0 : |
|
|
0.0; |
|
|
|
|
|
if( multiply_by_F1 ) c *= F1; |
|
|
if( inverse ) c = 1.0 - c; |
|
|
|
|
|
return c; |
|
|
} |
|
|
|
|
|
float fbm( in vec2 p ){ |
|
|
float s = 0.0; |
|
|
float m = 0.0; |
|
|
float a = 0.5; |
|
|
|
|
|
for( int i=0; i<OCTAVES; i++ ){ |
|
|
s += a * voronoi(p); |
|
|
m += a; |
|
|
a *= 0.5; |
|
|
p *= 2.0; |
|
|
} |
|
|
return s/m; |
|
|
} |
|
|
|
|
|
// Use: |
|
|
// vec2 p = gl_FragCoord.xy/iResolution.xx; |
|
|
// float c = POWER*fbm( SCALE*p ) + BIAS; |
|
|
|
|
|
``` |
|
|
|
|
|
## [Fractional Brownian motion](http://en.wikipedia.org/wiki/Fractional_Brownian_motion) |
|
|
|
|
|
``` |
|
|
#define NUM_OCTAVES 5 |
|
|
|
|
|
float fbm(float x) { |
|
|
float v = 0.0; |
|
|
float a = 0.5; |
|
|
float shift = float(100); |
|
|
for (int i = 0; i < NUM_OCTAVES; ++i) { |
|
|
v += a * noise(x); |
|
|
x = x * 2.0 + shift; |
|
|
a *= 0.5; |
|
|
} |
|
|
return v; |
|
|
} |
|
|
|
|
|
|
|
|
float fbm(vec2 x) { |
|
|
float v = 0.0; |
|
|
float a = 0.5; |
|
|
vec2 shift = vec2(100); |
|
|
// Rotate to reduce axial bias |
|
|
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); |
|
|
for (int i = 0; i < NUM_OCTAVES; ++i) { |
|
|
v += a * noise(x); |
|
|
x = rot * x * 2.0 + shift; |
|
|
a *= 0.5; |
|
|
} |
|
|
return v; |
|
|
} |
|
|
|
|
|
|
|
|
float fbm(vec3 x) { |
|
|
float v = 0.0; |
|
|
float a = 0.5; |
|
|
vec3 shift = vec3(100); |
|
|
for (int i = 0; i < NUM_OCTAVES; ++i) { |
|
|
v += a * noise(x); |
|
|
x = x * 2.0 + shift; |
|
|
a *= 0.5; |
|
|
} |
|
|
return v; |
|
|
} |
|
|
``` |
|
|
|
|
|
``` |
|
|
// <https://www.shadertoy.com/view/MdX3Rr> |
|
|
// by inigo quilez |
|
|
// |
|
|
const mat2 m2 = mat2(1.6,-1.2,1.2,1.6); |
|
|
float fbm( in vec2 p ){ |
|
|
float f = 0.0; |
|
|
f += 0.5000*noise( p ); p = m2*p*2.02; |
|
|
f += 0.2500*noise( p ); p = m2*p*2.03; |
|
|
f += 0.1250*noise( p ); p = m2*p*2.01; |
|
|
f += 0.0625*noise( p ); |
|
|
|
|
|
return f/0.9375; |
|
|
} |
|
|
``` |