126 lines
No EOL
3.4 KiB
GLSL
126 lines
No EOL
3.4 KiB
GLSL
/*
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contributors: ["Patricio Gonzalez Vivo", "David Hoskins", "Inigo Quilez"]
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description: Pass a value and get some random normalize value between 0 and 1
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use: float random[2|3](<float|vec2|vec3> value)
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options:
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- RANDOM_HIGHER_RANGE: for working with a range over 0 and 1
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- RANDOM_SINLESS: Use sin-less random, which tolerates bigger values before producing pattern. From https://www.shadertoy.com/view/4djSRW
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- RANDOM_SCALE: by default this scale if for number with a big range. For producing good random between 0 and 1 use bigger range
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examples:
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- /shaders/generative_random.frag
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license:
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- MIT License (MIT) Copyright 2014, David Hoskins
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*/
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#ifndef RANDOM_SCALE
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#ifdef RANDOM_HIGHER_RANGE
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#define RANDOM_SCALE vec4(.1031, .1030, .0973, .1099)
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#else
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#define RANDOM_SCALE vec4(443.897, 441.423, .0973, .1099)
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#endif
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#endif
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#ifndef FNC_RANDOM
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#define FNC_RANDOM
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float random(in float x) {
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#ifdef RANDOM_SINLESS
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x = fract(x * RANDOM_SCALE.x);
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x *= x + 33.33;
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x *= x + x;
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return fract(x);
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#else
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return fract(sin(x) * 43758.5453);
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#endif
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}
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float random(in vec2 st) {
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#ifdef RANDOM_SINLESS
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vec3 p3 = fract(vec3(st.xyx) * RANDOM_SCALE.xyz);
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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#else
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return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
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#endif
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}
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float random(in vec3 pos) {
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#ifdef RANDOM_SINLESS
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pos = fract(pos * RANDOM_SCALE.xyz);
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pos += dot(pos, pos.zyx + 31.32);
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return fract((pos.x + pos.y) * pos.z);
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#else
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return fract(sin(dot(pos.xyz, vec3(70.9898, 78.233, 32.4355))) * 43758.5453123);
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#endif
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}
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float random(in vec4 pos) {
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#ifdef RANDOM_SINLESS
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pos = fract(pos * RANDOM_SCALE);
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pos += dot(pos, pos.wzxy + 33.33);
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return fract((pos.x + pos.y) * (pos.z + pos.w));
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#else
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float dot_product = dot(pos, vec4(12.9898,78.233,45.164,94.673));
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return fract(sin(dot_product) * 43758.5453);
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#endif
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}
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vec2 random2(float p) {
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vec3 p3 = fract(vec3(p) * RANDOM_SCALE.xyz);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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vec2 random2(vec2 p) {
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vec3 p3 = fract(p.xyx * RANDOM_SCALE.xyz);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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vec2 random2(vec3 p3) {
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p3 = fract(p3 * RANDOM_SCALE.xyz);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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vec3 random3(float p) {
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vec3 p3 = fract(vec3(p) * RANDOM_SCALE.xyz);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.xxy + p3.yzz) * p3.zyx);
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}
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vec3 random3(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * RANDOM_SCALE.xyz);
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p3 += dot(p3, p3.yxz + 19.19);
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return fract((p3.xxy + p3.yzz) * p3.zyx);
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}
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vec3 random3(vec3 p) {
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p = fract(p * RANDOM_SCALE.xyz);
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p += dot(p, p.yxz + 19.19);
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return fract((p.xxy + p.yzz) * p.zyx);
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}
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vec4 random4(float p) {
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vec4 p4 = fract(p * RANDOM_SCALE);
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p4 += dot(p4, p4.wzxy + 19.19);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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vec4 random4(vec2 p) {
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vec4 p4 = fract(p.xyxy * RANDOM_SCALE);
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p4 += dot(p4, p4.wzxy + 19.19);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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vec4 random4(vec3 p) {
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vec4 p4 = fract(p.xyzx * RANDOM_SCALE);
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p4 += dot(p4, p4.wzxy + 19.19);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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vec4 random4(vec4 p4) {
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p4 = fract(p4 * RANDOM_SCALE);
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p4 += dot(p4, p4.wzxy + 19.19);
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return fract((p4.xxyz + p4.yzzw) * p4.zywx);
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}
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#endif |