#ifndef NOISEFUNC_H #define NOISEFUNC_H // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // float3 mod289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 permute(float4 x) { return mod289(((x * 34.0) + 1.0) * x); } float4 taylorInvSqrt(float4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float3 fade(float3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float cnoise(float3 P) { float3 Pi0 = floor(P); // Integer part for indexing float3 Pi1 = Pi0 + float3(1.0, 1.0, 1.0); // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float3 Pf0 = frac(P); // Fractional part for interpolation float3 Pf1 = Pf0 - float3(1.0, 1.0, 1.0); // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.yy, Pi1.yy); float4 iz0 = Pi0.zzzz; float4 iz1 = Pi1.zzzz; float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 gx0 = ixy0 * (1.0 / 7.0); float4 gy0 = frac(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = frac(gx0); float4 gz0 = float4(0.5, 0.5, 0.5, 0.5) - abs(gx0) - abs(gy0); float4 sz0 = step(gz0, float4(0.0, 0.0, 0.0, 0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); float4 gx1 = ixy1 * (1.0 / 7.0); float4 gy1 = frac(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = frac(gx1); float4 gz1 = float4(0.5, 0.5, 0.5, 0.5) - abs(gx1) - abs(gy1); float4 sz1 = step(gz1, float4(0.0, 0.0, 0.0, 0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); float3 g000 = float3(gx0.x, gy0.x, gz0.x); float3 g100 = float3(gx0.y, gy0.y, gz0.y); float3 g010 = float3(gx0.z, gy0.z, gz0.z); float3 g110 = float3(gx0.w, gy0.w, gz0.w); float3 g001 = float3(gx1.x, gy1.x, gz1.x); float3 g101 = float3(gx1.y, gy1.y, gz1.y); float3 g011 = float3(gx1.z, gy1.z, gz1.z); float3 g111 = float3(gx1.w, gy1.w, gz1.w); float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; float4 norm1 = taylorInvSqrt(float4(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, float3(Pf1.x, Pf0.yz)); float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, float3(Pf1.xy, Pf0.z)); float n001 = dot(g001, float3(Pf0.xy, Pf1.z)); float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, float3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); float3 fade_xyz = fade(Pf0); float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } float pnoise(float3 P, float3 rep) { float3 Pi0 = fmod(floor(P), rep); // Integer part, modulo period float3 Pi1 = fmod(Pi0 + float3(1.0, 1.0, 1.0), rep); // Integer part + 1, mod period Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float3 Pf0 = frac(P); // Fractional part for interpolation float3 Pf1 = Pf0 - float3(1.0, 1.0, 1.0); // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.yy, Pi1.yy); float4 iz0 = Pi0.zzzz; float4 iz1 = Pi1.zzzz; float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 gx0 = ixy0 * (1.0 / 7.0); float4 gy0 = frac(floor(gx0) * (1.0 / 7.0)) - 0.5; gx0 = frac(gx0); float4 gz0 = float4(0.5, 0.5, 0.5, 0.5) - abs(gx0) - abs(gy0); float4 sz0 = step(gz0, float4(0.0, 0.0, 0.0, 0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); float4 gx1 = ixy1 * (1.0 / 7.0); float4 gy1 = frac(floor(gx1) * (1.0 / 7.0)) - 0.5; gx1 = frac(gx1); float4 gz1 = float4(0.5, 0.5, 0.5, 0.5) - abs(gx1) - abs(gy1); float4 sz1 = step(gz1, float4(0.0, 0.0, 0.0, 0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); float3 g000 = float3(gx0.x, gy0.x, gz0.x); float3 g100 = float3(gx0.y, gy0.y, gz0.y); float3 g010 = float3(gx0.z, gy0.z, gz0.z); float3 g110 = float3(gx0.w, gy0.w, gz0.w); float3 g001 = float3(gx1.x, gy1.x, gz1.x); float3 g101 = float3(gx1.y, gy1.y, gz1.y); float3 g011 = float3(gx1.z, gy1.z, gz1.z); float3 g111 = float3(gx1.w, gy1.w, gz1.w); float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; float4 norm1 = taylorInvSqrt(float4(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, float3(Pf1.x, Pf0.yz)); float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, float3(Pf1.xy, Pf0.z)); float n001 = dot(g001, float3(Pf0.xy, Pf1.z)); float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, float3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); float3 fade_xyz = fade(Pf0); float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); return 2.2 * n_xyz; } float snoise(float3 v) { const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); const float4 D = float4(0.0, 0.5, 1.0, 2.0); // First corner float3 i = floor(v + dot(v, C.yyy)); float3 x0 = v - i + dot(i, C.xxx); // Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min(g.xyz, l.zxy); float3 i2 = max(g.xyz, l.zxy); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); float4 p = permute(permute(permute( i.z + float4(0.0, i1.z, i2.z, 1.0)) + i.y + float4(0.0, i1.y, i2.y, 1.0)) + i.x + float4(0.0, i1.x, i2.x, 1.0)); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 float3 ns = n_ * D.wyz - D.xzx; float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) float4 x_ = floor(j * ns.z); float4 y_ = floor(j - 7.0 * x_); // mod(j,N) float4 x = x_ * ns.x + ns.yyyy; float4 y = y_ * ns.x + ns.yyyy; float4 h = 1.0 - abs(x) - abs(y); float4 b0 = float4(x.xy, y.xy); float4 b1 = float4(x.zw, y.zw); // float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0; // float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0; float4 s0 = floor(b0) * 2.0 + 1.0; float4 s1 = floor(b1) * 2.0 + 1.0; float4 sh = -step(h, float4(0, 0, 0, 0)); float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; float3 p0 = float3(a0.xy, h.x); float3 p1 = float3(a0.zw, h.y); float3 p2 = float3(a1.xy, h.z); float3 p3 = float3(a1.zw, h.w); // Normalise gradients float4 norm = taylorInvSqrt(float4(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 float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; return 42.0 * dot(m * m, float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); } float3 snoiseVec3(float3 p) { float s = snoise(float3(p.x + 0.0001, p.y, p.z)); float s1 = snoise(float3(p.y - 19.1, p.z + 33.4, p.x + 47.2)); float s2 = snoise(float3(p.z + 74.2, p.x - 124.5, p.y + 99.4)); float3 c = float3(s, s1, s2); return c; } float3 curlNoise(float3 p) { const float e = .001; float3 dx = float3(e, 0.0, 0.0); float3 dy = float3(0.0, e, 0.0); float3 dz = float3(0.0, 0.0, e); float3 p_x0 = snoiseVec3(p - dx); float3 p_x1 = snoiseVec3(p + dx); float3 p_y0 = snoiseVec3(p - dy); float3 p_y1 = snoiseVec3(p + dy); float3 p_z0 = snoiseVec3(p - dz); float3 p_z1 = snoiseVec3(p + dz); float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; const float divisor = 1.0 / (2.0 * e); return normalize(float3(x, y, z) * divisor); } #endif