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

72 lines
2.7 KiB
WebGPU Shading Language

#include "srandom.wgsl"
/*
contributors:
- Inigo Quilez
description: Returns 2D/3D value noise in the first channel and in the rest the derivatives. For more details read this nice article http://www.iquilezles.org/www/articles/gradientnoise/gradientnoise.htm
use:
- <vec3f> noised2(<vec2f>)
- <vec4f> noised3(<vec3f>)
examples:
- /shaders/generative_noised.frag
*/
// return gradient noise (in x) and its derivatives (in yz)
fn noised2 (p: vec2f) -> vec3f {
// grid
let i = floor( p );
let f = fract( p );
// quintic interpolation
let u = f * f * f * (f * (f * 6. - 15.) + 10.);
let du = 30. * f * f * (f * (f - 2.) + 1.);
let ga = srandom22(i + vec2(0., 0.));
let gb = srandom22(i + vec2(1., 0.));
let gc = srandom22(i + vec2(0., 1.));
let gd = srandom22(i + vec2(1., 1.));
let va = dot(ga, f - vec2(0., 0.));
let vb = dot(gb, f - vec2(1., 0.));
let vc = dot(gc, f - vec2(0., 1.));
let vd = dot(gd, f - vec2(1., 1.));
return vec3( 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) + vec2(vb,vc) - va));
}
fn noised3 (pos: vec3f) -> vec4f {
// grid
let p = floor(pos);
let w = fract(pos);
// quintic interpolant
let u = w * w * w * ( w * (w * 6. - 15.) + 10. );
let du = 30.0 * w * w * ( w * (w - 2.) + 1.);
// gradients
let ga = srandom33(p + vec3(0., 0., 0.));
let gb = srandom33(p + vec3(1., 0., 0.));
let gc = srandom33(p + vec3(0., 1., 0.));
let gd = srandom33(p + vec3(1., 1., 0.));
let ge = srandom33(p + vec3(0., 0., 1.));
let gf = srandom33(p + vec3(1., 0., 1.));
let gg = srandom33(p + vec3(0., 1., 1.));
let gh = srandom33(p + vec3(1., 1., 1.));
// projections
let va = dot(ga, w - vec3(0., 0., 0.));
let vb = dot(gb, w - vec3(1., 0., 0.));
let vc = dot(gc, w - vec3(0., 1., 0.));
let vd = dot(gd, w - vec3(1., 1., 0.));
let ve = dot(ge, w - vec3(0., 0., 1.));
let vf = dot(gf, w - vec3(1., 0., 1.));
let vg = dot(gg, w - vec3(0., 1., 1.));
let vh = dot(gh, w - vec3(1., 1., 1.));
// interpolations
return vec4( 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 * (vec3(vb,vc,ve) - va + u.yzx*vec3(va-vb-vc+vd,va-vc-ve+vg,va-vb-ve+vf) + u.zxy*vec3(va-vb-ve+vf,va-vb-vc+vd,va-vc-ve+vg) + u.yzx*u.zxy*(-va+vb+vc-vd+ve-vf-vg+vh) ));
}