#ifndef __NOISE_3D__ #define __NOISE_3D__ #include "noiseMath.cginc" // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // 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 // https://github.com/stegu/webgl-noise // float snoise(float3 v) { const float2 C = float2(1.0/6.0, 1.0/3.0) ; const float4 D = float4(0.0, 0.5, 1.0, 2.0); // First corner float3 i = floor(v + dot(v, C.yyy) ); float3 x0 = v - i + dot(i, C.xxx) ; // Other corners float3 g = step(x0.yzx, x0.xyz); float3 l = 1.0 - g; float3 i1 = min( g.xyz, l.zxy ); float3 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; float3 x1 = x0 - i1 + C.xxx; float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); float4 p = permute( permute( permute( i.z + float4(0.0, i1.z, i2.z, 1.0 )) + i.y + float4(0.0, i1.y, i2.y, 1.0 )) + i.x + float4(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 float3 ns = n_ * D.wyz - D.xzx; float4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) float4 x_ = floor(j * ns.z); float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) float4 x = x_ *ns.x + ns.yyyy; float4 y = y_ *ns.x + ns.yyyy; float4 h = 1.0 - abs(x) - abs(y); float4 b0 = float4( x.xy, y.xy ); float4 b1 = float4( x.zw, y.zw ); //float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0; //float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0; float4 s0 = floor(b0)*2.0 + 1.0; float4 s1 = floor(b1)*2.0 + 1.0; float4 sh = -step(h, float4(0.0)); float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; float3 p0 = float3(a0.xy,h.x); float3 p1 = float3(a0.zw,h.y); float3 p2 = float3(a1.xy,h.z); float3 p3 = float3(a1.zw,h.w); //Normalise gradients float4 norm = taylorInvSqrt(float4(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 float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } #endif