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

115 lines
2.9 KiB
GLSL

#include "snoise.glsl"
#include "gnoise.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: Fractal Brownian Motion
use: fbm(<vec2> pos)
options:
FBM_OCTAVES: numbers of octaves. Default is 4.
FBM_NOISE_FNC(UV): noise function to use Default 'snoise(UV)' (simplex noise)
FBM_VALUE_INITIAL: initial value. Default is 0.
FBM_SCALE_SCALAR: scalar. Defualt is 2.
FBM_AMPLITUD_INITIAL: initial amplitud value. Default is 0.5
FBM_AMPLITUD_SCALAR: amplitud scalar. Default is 0.5
examples:
- /shaders/generative_fbm.frag
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FBM_OCTAVES
#define FBM_OCTAVES 4
#endif
#ifndef FBM_NOISE_FNC
#define FBM_NOISE_FNC(UV) snoise(UV)
#endif
#ifndef FBM_NOISE2_FNC
#define FBM_NOISE2_FNC(UV) FBM_NOISE_FNC(UV)
#endif
#ifndef FBM_NOISE3_FNC
#define FBM_NOISE3_FNC(UV) FBM_NOISE_FNC(UV)
#endif
#ifndef FBM_NOISE_TILABLE_FNC
#define FBM_NOISE_TILABLE_FNC(UV, TILE) gnoise(UV, TILE)
#endif
#ifndef FBM_NOISE3_TILABLE_FNC
#define FBM_NOISE3_TILABLE_FNC(UV, TILE) FBM_NOISE_TILABLE_FNC(UV, TILE)
#endif
#ifndef FBM_NOISE_TYPE
#define FBM_NOISE_TYPE float
#endif
#ifndef FBM_VALUE_INITIAL
#define FBM_VALUE_INITIAL 0.0
#endif
#ifndef FBM_SCALE_SCALAR
#define FBM_SCALE_SCALAR 2.0
#endif
#ifndef FBM_AMPLITUD_INITIAL
#define FBM_AMPLITUD_INITIAL 0.5
#endif
#ifndef FBM_AMPLITUD_SCALAR
#define FBM_AMPLITUD_SCALAR 0.5
#endif
#ifndef FNC_FBM
#define FNC_FBM
FBM_NOISE_TYPE fbm(in vec2 st) {
// Initial values
FBM_NOISE_TYPE value = FBM_NOISE_TYPE(FBM_VALUE_INITIAL);
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE2_FNC(st);
st *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(in vec3 pos) {
// Initial values
FBM_NOISE_TYPE value = FBM_NOISE_TYPE(FBM_VALUE_INITIAL);
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE3_FNC(pos);
pos *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(vec3 p, float tileLength) {
const float persistence = 0.5;
const float lacunarity = 2.0;
float amplitude = 0.5;
FBM_NOISE_TYPE total = FBM_NOISE_TYPE(0.0);
float normalization = 0.0;
for (int i = 0; i < FBM_OCTAVES; ++i) {
float noiseValue = FBM_NOISE3_TILABLE_FNC(p, tileLength * lacunarity * 0.5) * 0.5 + 0.5;
total += noiseValue * amplitude;
normalization += amplitude;
amplitude *= persistence;
p = p * lacunarity;
}
return total / normalization;
}
#endif