fuckingtech/public/assets/glsl/lygia/generative/curl.msl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

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#include "snoise.msl"
/*
contributors: Isaac Cohen
description: https://github.com/cabbibo/glsl-curl-noise/blob/master/curl.msl
use: curl(<float3|float4> pos)
examples:
- /shaders/generative_curl.frag
*/
#ifndef FNC_CURL
#define FNC_CURL
#ifndef CURL_FNC
float2 curl( float2 p ) {
const float e = .1;
float2 dx = float2( e , 0.0 );
float2 dy = float2( 0.0 , e );
float2 p_x0 = snoise2( p - dx );
float2 p_x1 = snoise2( p + dx );
float2 p_y0 = snoise2( p - dy );
float2 p_y1 = snoise2( p + dy );
float x = p_x1.y + p_x0.y;
float y = p_y1.x - p_y0.x;
const float divisor = 1.0 / ( 2.0 * e );
#ifndef CURL_UNNORMALIZED
return normalize( float2(x, y) * divisor );
#else
return float2(x, y) * divisor;
#endif
}
#else
float2 curl( float2 p ) {
float2 e = float2(0.1, 0.0);
float3 pos = float3(p, 0.0);
float2 C = float2( (CURL_FNC(pos+e.yxy)-CURL_FNC(pos-e.yxy))/(2.0*e.x),
-(CURL_FNC(pos+e.xyy)-CURL_FNC(pos-e.xyy))/(2.0*e.x));
#ifndef CURL_UNNORMALIZED
return normalize(C);
#else
float divisor = 1.0 / (2.0 * e.x);
return C * divisor;
#endif
}
#endif
float3 curl( float3 p ){
const float e = .1;
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 = snoise3( p - dx );
float3 p_x1 = snoise3( p + dx );
float3 p_y0 = snoise3( p - dy );
float3 p_y1 = snoise3( p + dy );
float3 p_z0 = snoise3( p - dz );
float3 p_z1 = snoise3( 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 );
#ifndef CURL_UNNORMALIZED
return normalize( float3( x , y , z ) * divisor );
#else
return float3( x , y , z ) * divisor;
#endif
}
float3 curl( float4 p ){
const float e = .1;
float4 dx = float4( e , 0.0 , 0.0 , 1.0 );
float4 dy = float4( 0.0 , e , 0.0 , 1.0 );
float4 dz = float4( 0.0 , 0.0 , e , 1.0 );
float3 p_x0 = snoise3( p - dx );
float3 p_x1 = snoise3( p + dx );
float3 p_y0 = snoise3( p - dy );
float3 p_y1 = snoise3( p + dy );
float3 p_z0 = snoise3( p - dz );
float3 p_z1 = snoise3( 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 );
#ifndef CURL_UNNORMALIZED
return normalize( float3( x , y , z ) * divisor );
#else
return float3( x , y , z ) * divisor;
#endif
}
#endif