Created
April 16, 2023 03:58
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Vec3 curl noise in glsl
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| float taylorInvSqrt(in float r) { return 1.79284291400159 - 0.85373472095314 * r; } | |
| vec2 taylorInvSqrt(in vec2 r) { return 1.79284291400159 - 0.85373472095314 * r; } | |
| vec3 taylorInvSqrt(in vec3 r) { return 1.79284291400159 - 0.85373472095314 * r; } | |
| vec4 taylorInvSqrt(in vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } | |
| float permute(const in float x) { return mod289(((x * 34.0) + 1.0) * x); } | |
| vec2 permute(const in vec2 x) { return mod289(((x * 34.0) + 1.0) * x); } | |
| vec3 permute(const in vec3 x) { return mod289(((x * 34.0) + 1.0) * x); } | |
| vec4 permute(const in vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } | |
| float mod289(const in float x) { return x - floor(x * (1. / 289.)) * 289.; } | |
| vec2 mod289(const in vec2 x) { return x - floor(x * (1. / 289.)) * 289.; } | |
| vec3 mod289(const in vec3 x) { return x - floor(x * (1. / 289.)) * 289.; } | |
| vec4 mod289(const in vec4 x) { return x - floor(x * (1. / 289.)) * 289.; } | |
| float snoise(in 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) ) ); | |
| } | |
| vec3 snoiseVec3( vec3 x ){ | |
| float s = snoise(vec3( x )); | |
| float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 )); | |
| float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 )); | |
| vec3 c = vec3( s , s1 , s2 ); | |
| return c; | |
| } | |
| vec3 curlNoise( vec3 p ){ | |
| const float e = .1; | |
| vec3 dx = vec3( e , 0.0 , 0.0 ); | |
| vec3 dy = vec3( 0.0 , e , 0.0 ); | |
| vec3 dz = vec3( 0.0 , 0.0 , e ); | |
| vec3 p_x0 = snoiseVec3( p - dx ); | |
| vec3 p_x1 = snoiseVec3( p + dx ); | |
| vec3 p_y0 = snoiseVec3( p - dy ); | |
| vec3 p_y1 = snoiseVec3( p + dy ); | |
| vec3 p_z0 = snoiseVec3( p - dz ); | |
| vec3 p_z1 = snoiseVec3( p + dz ); | |
| float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; | |
| float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; | |
| float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; | |
| const float divisor = 1.0 / ( 2.0 * e ); | |
| return normalize( vec3( x , y , z ) * divisor ); | |
| } |
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