float snoise(vec3 v) {
     const vec2  C = vec2(1.0 / 6.0, 1.0 / 3.0);
     const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
     
     vec3 i = floor(v + dot(v, C.yyy));
     vec3 x0 = v - i + dot(i, C.xxx);
     
     vec3 g = step(x0.yzx, x0.xyz);
     vec3 l = 1.0 - g;
     vec3 i1 = min(g.xyz, l.zxy);
     vec3 i2 = max(g.xyz, l.zxy);
     
     vec3 x1 = x0 - i1 + C.xxx;
     vec3 x2 = x0 - i2 + C.yyy;
     vec3 x3 = x0 - D.yyy;
     
     i = mod289(i);
     vec4 p = permute(permute(permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0));
     
     float n_ = 0.142857142857;
     vec3  ns = n_ * D.wyz - D.xzx;
     
     vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
     
     vec4 x_ = floor(j * ns.z);
     vec4 y_ = floor(j - 7.0 * x_);
     
     vec4 x = x_ *ns.x + ns.yyyy;
     vec4 y = y_ *ns.x + ns.yyyy;
     vec4 h = 1.0 - abs(x) - abs(y);
     
     vec4 b0 = vec4(x.xy, y.xy);
     vec4 b1 = vec4(x.zw, y.zw);
     
     vec4 s0 = floor(b0)*2.0 + 1.0;
     vec4 s1 = floor(b1)*2.0 + 1.0;
     vec4 sh = -step(h, vec4(0.0));
     
     vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
     vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
     
     vec3 p0 = vec3(a0.xy, h.x);
     vec3 p1 = vec3(a0.zw, h.y);
     vec3 p2 = vec3(a1.xy, h.z);
     vec3 p3 = vec3(a1.zw, h.w);
     
     vec4 norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
     p0 *= norm.x;
     p1 *= norm.y;
     p2 *= norm.z;
     p3 *= norm.w;
     
     vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
     m = m * m;
     return 42.0 * dot(m*m, vec4(dot(p0, x0), dot(p1, x1),
                                 dot(p2, x2), dot(p3, x3)));
 }
Exemplo n.º 2
0
float snoise(vec4 v)
  {
  const vec4  C = vec4( 0.138196601125011,  // (5 - sqrt(5))/20  G4
                        0.276393202250021,  // 2 * G4
                        0.414589803375032,  // 3 * G4
                       -0.447213595499958); // -1 + 4 * G4

// First corner
  vec4 i  = floor(v + dot(v, vec4(F4)) );
  vec4 x0 = v -   i + dot(i, C.xxxx);

// Other corners

// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
  vec4 i0;
  vec3 isX = step( x0.yzw, x0.xxx );
  vec3 isYZ = step( x0.zww, x0.yyz );
//  i0.x = dot( isX, vec3( 1.0 ) );
  i0.x = isX.x + isX.y + isX.z;
  i0.yzw = 1.0 - isX;
//  i0.y += dot( isYZ.xy, vec2( 1.0 ) );
  i0.y += isYZ.x + isYZ.y;
  i0.zw += 1.0 - isYZ.xy;
  i0.z += isYZ.z;
  i0.w += 1.0 - isYZ.z;

  // i0 now contains the unique values 0,1,2,3 in each channel
  vec4 i3 = clamp( i0, 0.0, 1.0 );
  vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
  vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );

  //  x0 = x0 - 0.0 + 0.0 * C.xxxx
  //  x1 = x0 - i1  + 1.0 * C.xxxx
  //  x2 = x0 - i2  + 2.0 * C.xxxx
  //  x3 = x0 - i3  + 3.0 * C.xxxx
  //  x4 = x0 - 1.0 + 4.0 * C.xxxx
  vec4 x1 = x0 - i1 + C.xxxx;
  vec4 x2 = x0 - i2 + C.yyyy;
  vec4 x3 = x0 - i3 + C.zzzz;
  vec4 x4 = x0 + C.wwww;

// Permutations
  i = mod289(i); 
  float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
  vec4 j1 = permute( permute( permute( permute (
             i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
           + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
           + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
           + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));

// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
  vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;

  vec4 p0 = grad4(j0,   ip);
  vec4 p1 = grad4(j1.x, ip);
  vec4 p2 = grad4(j1.y, ip);
  vec4 p3 = grad4(j1.z, ip);
  vec4 p4 = grad4(j1.w, ip);

// Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;
  p4 *= taylorInvSqrt(dot(p4,p4));

// Mix contributions from the five corners
  vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
  vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0);
  m0 = m0 * m0;
  m1 = m1 * m1;
  return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
               + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;

  } 
Exemplo n.º 3
0
float snoise(vec3 v) { 
    const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
    const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);

    // First corner
    vec3 i  = floor(v + dot(v, C.yyy) );
    vec3 x0 =   v - i + dot(i, C.xxx) ;

    // Other corners
    vec3 g = step(x0.yzx, x0.xyz);
    vec3 l = 1.0 - g;
    vec3 i1 = min( g.xyz, l.zxy );
    vec3 i2 = max( g.xyz, l.zxy );

    //   x0 = x0 - 0.0 + 0.0 * C.xxx;
    //   x1 = x0 - i1  + 1.0 * C.xxx;
    //   x2 = x0 - i2  + 2.0 * C.xxx;
    //   x3 = x0 - 1.0 + 3.0 * C.xxx;
    vec3 x1 = x0 - i1 + C.xxx;
    vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
    vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

    // Permutations
    i = mod289(i); 
    vec4 p = permute( permute( permute( 
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

    // Gradients: 7x7 points over a square, mapped onto an octahedron.
    // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
    float n_ = 0.142857142857; // 1.0/7.0
    vec3  ns = n_ * D.wyz - D.xzx;

    vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

    vec4 x_ = floor(j * ns.z);
    vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

    vec4 x = x_ *ns.x + ns.yyyy;
    vec4 y = y_ *ns.x + ns.yyyy;
    vec4 h = 1.0 - abs(x) - abs(y);

    vec4 b0 = vec4( x.xy, y.xy );
    vec4 b1 = vec4( x.zw, y.zw );

    //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
    //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
    vec4 s0 = floor(b0)*2.0 + 1.0;
    vec4 s1 = floor(b1)*2.0 + 1.0;
    vec4 sh = -step(h, vec4(0.0));

    vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
    vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

    vec3 p0 = vec3(a0.xy,h.x);
    vec3 p1 = vec3(a0.zw,h.y);
    vec3 p2 = vec3(a1.xy,h.z);
    vec3 p3 = vec3(a1.zw,h.w);

    //Normalise gradients
    vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
    p0 *= norm.x;
    p1 *= norm.y;
    p2 *= norm.z;
    p3 *= norm.w;

    // Mix final noise value
    vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
    m = m * m;
    return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}