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perlinNoise.glsl
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188 lines (169 loc) · 8.02 KB
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// 2D Perlin noise.
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return Value of the noise, range: [-1, 1]
float perlinNoise(vec2 pos, vec2 scale, float seed)
{
// based on Modifications to Classic Perlin Noise by Brian Sharpe: https://archive.is/cJtlS
pos *= scale;
vec4 i = floor(pos).xyxy + vec2(0.0, 1.0).xxyy;
vec4 f = (pos.xyxy - i.xyxy) - vec2(0.0, 1.0).xxyy;
i = mod(i, scale.xyxy) + seed;
// grid gradients
vec4 gradientX, gradientY;
multiHash2D(i, gradientX, gradientY);
gradientX -= 0.49999;
gradientY -= 0.49999;
// perlin surflet
vec4 gradients = inversesqrt(gradientX * gradientX + gradientY * gradientY) * (gradientX * f.xzxz + gradientY * f.yyww);
// normalize: 1.0 / 0.75^3
gradients *= 2.3703703703703703703703703703704;
vec4 lengthSq = f * f;
lengthSq = lengthSq.xzxz + lengthSq.yyww;
vec4 xSq = 1.0 - min(vec4(1.0), lengthSq);
xSq = xSq * xSq * xSq;
return dot(xSq, gradients);
}
// 2D Perlin noise with gradients transform (i.e. can be used to rotate the gradients).
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param transform transform matrix for the noise gradients.
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return Value of the noise, range: [-1, 1]
float perlinNoise(vec2 pos, vec2 scale, mat2 transform, float seed)
{
// based on Modifications to Classic Perlin Noise by Brian Sharpe: https://archive.is/cJtlS
pos *= scale;
vec4 i = floor(pos).xyxy + vec2(0.0, 1.0).xxyy;
vec4 f = (pos.xyxy - i.xyxy) - vec2(0.0, 1.0).xxyy;
i = mod(i, scale.xyxy) + seed;
// grid gradients
vec4 gradientX, gradientY;
multiHash2D(i, gradientX, gradientY);
gradientX -= 0.49999;
gradientY -= 0.49999;
// transform gradients
vec4 mt = vec4(transform);
vec4 rg = vec4(gradientX.x, gradientY.x, gradientX.y, gradientY.y);
rg = rg.xxzz * mt.xyxy + rg.yyww * mt.zwzw;
gradientX.xy = rg.xz;
gradientY.xy = rg.yw;
rg = vec4(gradientX.z, gradientY.z, gradientX.w, gradientY.w);
rg = rg.xxzz * mt.xyxy + rg.yyww * mt.zwzw;
gradientX.zw = rg.xz;
gradientY.zw = rg.yw;
// perlin surflet
vec4 gradients = inversesqrt(gradientX * gradientX + gradientY * gradientY) * (gradientX * f.xzxz + gradientY * f.yyww);
// normalize: 1.0 / 0.75^3
gradients *= 2.3703703703703703703703703703704;
f = f * f;
f = f.xzxz + f.yyww;
vec4 xSq = 1.0 - min(vec4(1.0), f);
return dot(xSq * xSq * xSq, gradients);
}
// 2D Perlin noise with gradients rotation.
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param rotation Rotation for the noise gradients, useful to animate flow, range: [0, PI]
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return Value of the noise, range: [-1, 1]
float perlinNoise(vec2 pos, vec2 scale, float rotation, float seed)
{
vec2 sinCos = vec2(sin(rotation), cos(rotation));
return perlinNoise(pos, scale, mat2(sinCos.y, sinCos.x, sinCos.x, sinCos.y), seed);
}
// 2D Perlin noise with derivatives.
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return x = value of the noise, yz = derivative of the noise, range: [-1, 1]
vec3 perlinNoised(vec2 pos, vec2 scale, float seed)
{
// based on Modifications to Classic Perlin Noise by Brian Sharpe: https://archive.is/cJtlS
pos *= scale;
vec4 i = floor(pos).xyxy + vec2(0.0, 1.0).xxyy;
vec4 f = (pos.xyxy - i.xyxy) - vec2(0.0, 1.0).xxyy;
i = mod(i, scale.xyxy) + seed;
// grid gradients
vec4 gradientX, gradientY;
multiHash2D(i, gradientX, gradientY);
gradientX -= 0.49999;
gradientY -= 0.49999;
// perlin surflet
vec4 gradients = inversesqrt(gradientX * gradientX + gradientY * gradientY) * (gradientX * f.xzxz + gradientY * f.yyww);
vec4 m = f * f;
m = m.xzxz + m.yyww;
m = max(1.0 - m, 0.0);
vec4 m2 = m * m;
vec4 m3 = m * m2;
// compute the derivatives
vec4 m2Gradients = -6.0 * m2 * gradients;
vec2 grad = vec2(dot(m2Gradients, f.xzxz), dot(m2Gradients, f.yyww)) + vec2(dot(m3, gradientX), dot(m3, gradientY));
// sum the surflets and normalize: 1.0 / 0.75^3
return vec3(dot(m3, gradients), grad) * 2.3703703703703703703703703703704;
}
// 2D Perlin noise with derivatives and gradients transform (i.e. can be used to rotate the gradients).
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param rotation Rotation for the noise gradients, useful to animate flow, range: [0, PI]
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return x = value of the noise, yz = derivative of the noise, range: [-1, 1]
vec3 perlinNoised(vec2 pos, vec2 scale, mat2 transform, float seed)
{
// based on Modifications to Classic Perlin Noise by Brian Sharpe: https://archive.is/cJtlS
pos *= scale;
vec4 i = floor(pos).xyxy + vec2(0.0, 1.0).xxyy;
vec4 f = (pos.xyxy - i.xyxy) - vec2(0.0, 1.0).xxyy;
i = mod(i, scale.xyxy) + seed;
// grid gradients
vec4 gradientX, gradientY;
multiHash2D(i, gradientX, gradientY);
gradientX -= 0.49999;
gradientY -= 0.49999;
// transform gradients
vec4 mt = vec4(transform);
vec4 rg = vec4(gradientX.x, gradientY.x, gradientX.y, gradientY.y);
rg = rg.xxzz * mt.xyxy + rg.yyww * mt.zwzw;
gradientX.xy = rg.xz;
gradientY.xy = rg.yw;
rg = vec4(gradientX.z, gradientY.z, gradientX.w, gradientY.w);
rg = rg.xxzz * mt.xyxy + rg.yyww * mt.zwzw;
gradientX.zw = rg.xz;
gradientY.zw = rg.yw;
// perlin surflet
vec4 gradients = inversesqrt(gradientX * gradientX + gradientY * gradientY) * (gradientX * f.xzxz + gradientY * f.yyww);
vec4 m = f * f;
m = m.xzxz + m.yyww;
m = max(1.0 - m, 0.0);
vec4 m2 = m * m;
vec4 m3 = m * m2;
// compute the derivatives
vec4 m2Gradients = -6.0 * m2 * gradients;
vec2 grad = vec2(dot(m2Gradients, f.xzxz), dot(m2Gradients, f.yyww)) + vec2(dot(m3, gradientX), dot(m3, gradientY));
// sum the surflets and normalize: 1.0 / 0.75^3
return vec3(dot(m3, gradients), grad) * 2.3703703703703703703703703703704;
}
// 2D Perlin noise with derivatives and gradients rotation.
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param rotation Rotation for the noise gradients, useful to animate flow, range: [0, PI]
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return x = value of the noise, yz = derivative of the noise, range: [-1, 1]
vec3 perlinNoised(vec2 pos, vec2 scale, float rotation, float seed)
{
vec2 sinCos = vec2(sin(rotation), cos(rotation));
return perlinNoised(pos, scale, mat2(sinCos.y, sinCos.x, sinCos.x, sinCos.y), seed);
}
// 2D Variant of Perlin noise that produces and organic-like noise.
// @param scale Number of tiles, must be integer for tileable results, range: [2, inf]
// @param density The density of the lower frequency details, range: [0, 1], default: 1.0
// @param phase The phase of the noise, range: [-inf, inf], default: {0, 0}
// @param contrast Controls the contrast of the result, range: [0, 1], default: 0.0
// @param highlights Controls the highlights of the , range: [0, 1], default: 0.25
// @param shift Shifts the angle of the highlights, range: [0, 1], default: 0.5
// @param seed Seed to randomize result, range: [0, inf], default: 0.0
// @return Value of the noise, range: [0, 1]
float organicNoise(vec2 pos, vec2 scale, float density, vec2 phase, float contrast, float highlights, float shift, float seed)
{
vec2 s = mix(vec2(1.0), scale - 1.0, density);
float nx = perlinNoise(pos + phase, scale, seed);
float ny = perlinNoise(pos, s, seed);
float n = length(vec2(nx, ny) * mix(vec2(2.0, 0.0), vec2(0.0, 2.0), shift));
n = pow(n, 1.0 + 8.0 * contrast) + (0.15 * highlights) / n;
return n * 0.5;
}