77 lines
1.9 KiB
GLSL
77 lines
1.9 KiB
GLSL
#include "../math/const.glsl"
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#include "random.glsl"
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/*
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contributors: Inigo Quiles
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description: Cell noise https://iquilezles.org/articles/voronoise/
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use: <float> voronoi(<vec3|vec2> pos, float voronoi, float _smoothness);
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options:
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VORONOI_RANDOM_FNC: nan
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examples:
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- /shaders/generative_voronoise.frag
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*/
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#ifndef VORONOISE_RANDOM_FNC
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#define VORONOISE_RANDOM_FNC(XYZ) random3(XYZ)
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#endif
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#ifndef FNC_VORONOISE
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#define FNC_VORONOISE
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float voronoise( in vec2 p, in float u, float v) {
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float k = 1.0+63.0*pow(1.0-v,6.0);
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 a = vec2(0.0, 0.0);
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#if defined(PLATFORM_WEBGL)
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for ( float y = -2.0; y <= 2.0; y++ )
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for ( float x = -2.0; x <= 2.0; x++ ) {
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vec2 g = vec2(x, y);
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#else
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vec2 g = vec2(-2.0);
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for ( g.y = -2.0; g.y <= 2.0; g.y++ )
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for ( g.x = -2.0; g.x <= 2.0; g.x++ ) {
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#endif
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vec3 o = VORONOISE_RANDOM_FNC(i + g) * vec3(u, u, 1.0);
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vec2 d = g - f + o.xy;
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float w = pow(1.0-smoothstep(0.0,1.414, length(d)), k );
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a += vec2(o.z*w,w);
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}
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return a.x/a.y;
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}
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float voronoise(vec3 p, float u, float v) {
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float k = 1.0+63.0*pow(1.0-v,6.0);
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vec3 i = floor(p);
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vec3 f = fract(p);
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float s = 1.0 + 31.0 * v;
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vec2 a = vec2(0.0, 0.0);
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#if defined(PLATFORM_WEBGL)
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for ( float z = -2.0; z <= 2.0; z++ )
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for ( float y = -2.0; y <= 2.0; y++ )
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for ( float x = -2.0; x <= 2.0; x++ ) {
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vec3 g = vec3(x, y, z);
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#else
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vec3 g = vec3(-2.0);
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for (g.z = -2.0; g.z <= 2.0; g.z++ )
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for (g.y = -2.0; g.y <= 2.0; g.y++ )
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for (g.x = -2.0; g.x <= 2.0; g.x++ ) {
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#endif
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vec3 o = VORONOISE_RANDOM_FNC(i + g) * vec3(u, u, 1.);
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vec3 d = g - f + o + 0.5;
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float w = pow(1.0 - smoothstep(0.0, 1.414, length(d)), k);
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a += vec2(o.z*w, w);
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}
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return a.x / a.y;
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}
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#endif
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