Buckets:
| // | |
| // Description : Array and textureless GLSL 2D simplex noise function. | |
| // Author : Ian McEwan, Ashima Arts. | |
| // Maintainer : ijm | |
| // Lastmod : 20110822 (ijm) | |
| // License : Copyright (C) 2011 Ashima Arts. All rights reserved. | |
| // Distributed under the MIT License. See LICENSE file. | |
| // https://github.com/ashima/webgl-noise | |
| // | |
| vec3 mod289(vec3 x) { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| vec2 mod289(vec2 x) { | |
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |
| } | |
| vec3 permute(vec3 x) { | |
| return mod289(((x*34.0)+1.0)*x); | |
| } | |
| float snoise(vec2 v) | |
| { | |
| const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 | |
| 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) | |
| -0.577350269189626, // -1.0 + 2.0 * C.x | |
| 0.024390243902439); // 1.0 / 41.0 | |
| // First corner | |
| vec2 i = floor(v + dot(v, C.yy) ); | |
| vec2 x0 = v - i + dot(i, C.xx); | |
| // Other corners | |
| vec2 i1; | |
| //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 | |
| //i1.y = 1.0 - i1.x; | |
| i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); | |
| // x0 = x0 - 0.0 + 0.0 * C.xx ; | |
| // x1 = x0 - i1 + 1.0 * C.xx ; | |
| // x2 = x0 - 1.0 + 2.0 * C.xx ; | |
| vec4 x12 = x0.xyxy + C.xxzz; | |
| x12.xy -= i1; | |
| // Permutations | |
| i = mod289(i); // Avoid truncation effects in permutation | |
| vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) | |
| + i.x + vec3(0.0, i1.x, 1.0 )); | |
| vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); | |
| m = m*m ; | |
| m = m*m ; | |
| // Gradients: 41 points uniformly over a line, mapped onto a diamond. | |
| // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) | |
| vec3 x = 2.0 * fract(p * C.www) - 1.0; | |
| vec3 h = abs(x) - 0.5; | |
| vec3 ox = floor(x + 0.5); | |
| vec3 a0 = x - ox; | |
| // Normalise gradients implicitly by scaling m | |
| // Approximation of: m *= inversesqrt( a0*a0 + h*h ); | |
| m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); | |
| // Compute final noise value at P | |
| vec3 g; | |
| g.x = a0.x * x0.x + h.x * x0.y; | |
| g.yz = a0.yz * x12.xz + h.yz * x12.yw; | |
| return 130.0 * dot(m, g); | |
| } | |
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- 2.14 kB
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