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@destiny0114
Forked from akella/curl.glsl
Created October 6, 2024 08:57
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  1. @akella akella created this gist Nov 5, 2023.
    107 changes: 107 additions & 0 deletions curl.glsl
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,107 @@
    #define PI 3.1415926538

    const float EPS = 0.001;
    vec4 mod289(vec4 x) {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
    }
    float mod289(float x) {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
    }
    vec4 permute(vec4 x) {
    return mod289(((x*34.0)+1.0)*x);
    }
    float permute(float x) {
    return mod289(((x*34.0)+1.0)*x);
    }
    vec4 taylorInvSqrt(vec4 r) {
    return 1.79284291400159 - 0.85373472095314 * r;
    }
    float taylorInvSqrt(float r) {
    return 1.79284291400159 - 0.85373472095314 * r;
    }
    vec4 grad4(float j, vec4 ip) {
    const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
    vec4 p, s;
    p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
    p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
    s = vec4(lessThan(p, vec4(0.0)));
    p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
    return p;
    }
    #define F4 0.309016994374947451

    vec4 simplexNoiseDerivatives (vec4 v) {
    const vec4 C = vec4( 0.138196601125011, 0.276393202250021, 0.414589803375032, -0.447213595499958);
    vec4 i = floor(v + dot(v, vec4(F4)) );
    vec4 x0 = v - i + dot(i, C.xxxx);
    vec4 i0;
    vec3 isX = step( x0.yzw, x0.xxx );
    vec3 isYZ = step( x0.zww, x0.yyz );
    i0.x = isX.x + isX.y + isX.z;
    i0.yzw = 1.0 - isX;
    i0.y += isYZ.x + isYZ.y;
    i0.zw += 1.0 - isYZ.xy;
    i0.z += isYZ.z;
    i0.w += 1.0 - isYZ.z;
    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 );
    vec4 x1 = x0 - i1 + C.xxxx;
    vec4 x2 = x0 - i2 + C.yyyy;
    vec4 x3 = x0 - i3 + C.zzzz;
    vec4 x4 = x0 + C.wwww;
    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 ));
    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);
    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));
    vec3 values0 = vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2)); //value of contributions from each corner at point

    vec2 values1 = vec2(dot(p3, x3), dot(p4, x4));
    vec3 m0 = max(0.5 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0); //(0.5 - x^2) where x is the distance

    vec2 m1 = max(0.5 - vec2(dot(x3, x3), dot(x4, x4)), 0.0);
    vec3 temp0 = -6.0 * m0 * m0 * values0;
    vec2 temp1 = -6.0 * m1 * m1 * values1;
    vec3 mmm0 = m0 * m0 * m0;
    vec2 mmm1 = m1 * m1 * m1;
    float dx = temp0[0] * x0.x + temp0[1] * x1.x + temp0[2] * x2.x + temp1[0] * x3.x + temp1[1] * x4.x + mmm0[0] * p0.x + mmm0[1] * p1.x + mmm0[2] * p2.x + mmm1[0] * p3.x + mmm1[1] * p4.x;
    float dy = temp0[0] * x0.y + temp0[1] * x1.y + temp0[2] * x2.y + temp1[0] * x3.y + temp1[1] * x4.y + mmm0[0] * p0.y + mmm0[1] * p1.y + mmm0[2] * p2.y + mmm1[0] * p3.y + mmm1[1] * p4.y;
    float dz = temp0[0] * x0.z + temp0[1] * x1.z + temp0[2] * x2.z + temp1[0] * x3.z + temp1[1] * x4.z + mmm0[0] * p0.z + mmm0[1] * p1.z + mmm0[2] * p2.z + mmm1[0] * p3.z + mmm1[1] * p4.z;
    // float dw = temp0[0] * x0.w + temp0[1] * x1.w + temp0[2] * x2.w + temp1[0] * x3.w + temp1[1] * x4.w + mmm0[0] * p0.w + mmm0[1] * p1.w + mmm0[2] * p2.w + mmm1[0] * p3.w + mmm1[1] * p4.w;


    // return vec4(dx, dy, dz, dw) * 49.0;
    return vec4(dx, dy, dz, 0.0) * 49.0;
    }
    vec3 curl( in vec3 p, in float noiseTime, in float persistence ) {
    vec4 xNoisePotentialDerivatives = vec4(0.0);
    vec4 yNoisePotentialDerivatives = vec4(0.0);
    // vec4 zNoisePotentialDerivatives = vec4(0.0);


    for (int i = 0; i < 2; ++i) {
    float twoPowI = pow(2.0, float(i));
    float scale = 0.5 * twoPowI * pow(persistence, float(i));
    xNoisePotentialDerivatives += simplexNoiseDerivatives(vec4(p * twoPowI, noiseTime)) * scale;
    yNoisePotentialDerivatives += simplexNoiseDerivatives(vec4((p + vec3(123.4, 129845.6, -1239.1)) * twoPowI, noiseTime)) * scale;
    // zNoisePotentialDerivatives += snoise4(vec4((p + vec3(-9519.0, 9051.0, -123.0)) * twoPowI, noiseTime)) * scale;
    }
    return vec3(
    yNoisePotentialDerivatives[1] - xNoisePotentialDerivatives[1], yNoisePotentialDerivatives[2] - xNoisePotentialDerivatives[2], yNoisePotentialDerivatives[0] - xNoisePotentialDerivatives[0]
    );
    }