polyadvent

A game engine from scratch in C
git clone git://jb55.com/polyadvent
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noise.glsl (1988B)


      1 vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
      2 vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
      3 
      4 float snoise(vec3 v){
      5   const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
      6   const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
      7 
      8 // First corner
      9   vec3 i  = floor(v + dot(v, C.yyy) );
     10   vec3 x0 =   v - i + dot(i, C.xxx) ;
     11 
     12 // Other corners
     13   vec3 g = step(x0.yzx, x0.xyz);
     14   vec3 l = 1.0 - g;
     15   vec3 i1 = min( g.xyz, l.zxy );
     16   vec3 i2 = max( g.xyz, l.zxy );
     17 
     18   //  x0 = x0 - 0. + 0.0 * C
     19   vec3 x1 = x0 - i1 + 1.0 * C.xxx;
     20   vec3 x2 = x0 - i2 + 2.0 * C.xxx;
     21   vec3 x3 = x0 - 1. + 3.0 * C.xxx;
     22 
     23 // Permutations
     24   i = mod(i, 289.0 );
     25   vec4 p = permute( permute( permute(
     26              i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
     27            + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
     28            + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
     29 
     30 // Gradients
     31 // ( N*N points uniformly over a square, mapped onto an octahedron.)
     32   float n_ = 1.0/7.0; // N=7
     33   vec3  ns = n_ * D.wyz - D.xzx;
     34 
     35   vec4 j = p - 49.0 * floor(p * ns.z *ns.z);  //  mod(p,N*N)
     36 
     37   vec4 x_ = floor(j * ns.z);
     38   vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
     39 
     40   vec4 x = x_ *ns.x + ns.yyyy;
     41   vec4 y = y_ *ns.x + ns.yyyy;
     42   vec4 h = 1.0 - abs(x) - abs(y);
     43 
     44   vec4 b0 = vec4( x.xy, y.xy );
     45   vec4 b1 = vec4( x.zw, y.zw );
     46 
     47   vec4 s0 = floor(b0)*2.0 + 1.0;
     48   vec4 s1 = floor(b1)*2.0 + 1.0;
     49   vec4 sh = -step(h, vec4(0.0));
     50 
     51   vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
     52   vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
     53 
     54   vec3 p0 = vec3(a0.xy,h.x);
     55   vec3 p1 = vec3(a0.zw,h.y);
     56   vec3 p2 = vec3(a1.xy,h.z);
     57   vec3 p3 = vec3(a1.zw,h.w);
     58 
     59 //Normalise gradients
     60   vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
     61   p0 *= norm.x;
     62   p1 *= norm.y;
     63   p2 *= norm.z;
     64   p3 *= norm.w;
     65 
     66 // Mix final noise value
     67   vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
     68   m = m * m;
     69   return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
     70                                 dot(p2,x2), dot(p3,x3) ) );
     71 }