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

84 lines
3.2 KiB
Text

#include "srandom.msl"
/*
contributors: Inigo Quilez
description: Returns 2D/3D value noise the first channel and the rest the derivatives. For more details read this nice article http://www.iquilezles.org/www/articles/gradientnoise/gradientnoise.htm
use: noised(<float2|float3> space)
options:
NOISED_QUINTIC_INTERPOLATION: Quintic interpolation on/off. Default is off.
examples:
- /shaders/generative_noised.frag
*/
#ifndef NOISED_RANDOM2_FNC
#define NOISED_RANDOM2_FNC srandom2
#endif
#ifndef NOISED_RANDOM3_FNC
#define NOISED_RANDOM3_FNC srandom3
#endif
#ifndef FNC_NOISED
#define FNC_NOISED
// return gradient noise (x) and its derivatives (yz)
float3 noised (float2 p) {
// grid
float2 i = floor( p );
float2 f = fract( p );
// quintic interpolation
float2 u = f * f * f * (f * (f * 6. - 15.) + 10.);
float2 du = 30. * f * f * (f * (f - 2.) + 1.);
float2 ga = NOISED_RANDOM2_FNC(i + float2(0., 0.));
float2 gb = NOISED_RANDOM2_FNC(i + float2(1., 0.));
float2 gc = NOISED_RANDOM2_FNC(i + float2(0., 1.));
float2 gd = NOISED_RANDOM2_FNC(i + float2(1., 1.));
float va = dot(ga, f - float2(0., 0.));
float vb = dot(gb, f - float2(1., 0.));
float vc = dot(gc, f - float2(0., 1.));
float vd = dot(gd, f - float2(1., 1.));
return float3( va + u.x*(vb-va) + u.y*(vc-va) + u.x*u.y*(va-vb-vc+vd), // value
ga + u.x*(gb-ga) + u.y*(gc-ga) + u.x*u.y*(ga-gb-gc+gd) + // derivatives
du * (u.yx*(va-vb-vc+vd) + float2(vb,vc) - va));
}
float4 noised (float3 pos) {
// grid
float3 p = floor(pos);
float3 w = fract(pos);
// quintic interpolant
float3 u = w * w * w * ( w * (w * 6. - 15.) + 10. );
float3 du = 30.0 * w * w * ( w * (w - 2.) + 1.);
// gradients
float3 ga = NOISED_RANDOM3_FNC(p + float3(0., 0., 0.));
float3 gb = NOISED_RANDOM3_FNC(p + float3(1., 0., 0.));
float3 gc = NOISED_RANDOM3_FNC(p + float3(0., 1., 0.));
float3 gd = NOISED_RANDOM3_FNC(p + float3(1., 1., 0.));
float3 ge = NOISED_RANDOM3_FNC(p + float3(0., 0., 1.));
float3 gf = NOISED_RANDOM3_FNC(p + float3(1., 0., 1.));
float3 gg = NOISED_RANDOM3_FNC(p + float3(0., 1., 1.));
float3 gh = NOISED_RANDOM3_FNC(p + float3(1., 1., 1.));
// projections
float va = dot(ga, w - float3(0., 0., 0.));
float vb = dot(gb, w - float3(1., 0., 0.));
float vc = dot(gc, w - float3(0., 1., 0.));
float vd = dot(gd, w - float3(1., 1., 0.));
float ve = dot(ge, w - float3(0., 0., 1.));
float vf = dot(gf, w - float3(1., 0., 1.));
float vg = dot(gg, w - float3(0., 1., 1.));
float vh = dot(gh, w - float3(1., 1., 1.));
// interpolations
return float4( va + u.x*(vb-va) + u.y*(vc-va) + u.z*(ve-va) + u.x*u.y*(va-vb-vc+vd) + u.y*u.z*(va-vc-ve+vg) + u.z*u.x*(va-vb-ve+vf) + (-va+vb+vc-vd+ve-vf-vg+vh)*u.x*u.y*u.z, // value
ga + u.x*(gb-ga) + u.y*(gc-ga) + u.z*(ge-ga) + u.x*u.y*(ga-gb-gc+gd) + u.y*u.z*(ga-gc-ge+gg) + u.z*u.x*(ga-gb-ge+gf) + (-ga+gb+gc-gd+ge-gf-gg+gh)*u.x*u.y*u.z + // derivatives
du * (float3(vb,vc,ve) - va + u.yzx*float3(va-vb-vc+vd,va-vc-ve+vg,va-vb-ve+vf) + u.zxy*float3(va-vb-ve+vf,va-vb-vc+vd,va-vc-ve+vg) + u.yzx*u.zxy*(-va+vb+vc-vd+ve-vf-vg+vh) ));
}
#endif