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128 lines
3.7 KiB
GLSL
128 lines
3.7 KiB
GLSL
#ifndef NOISE_GLSL
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#define NOISE_GLSL
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/*
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** Physical based render code, develop by engineer: qiutanguu.
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*/
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// https://www.shadertoy.com/view/3dVXDc
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/**
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An implementation of tileable 3D Perlin-Worley noise for modeling volumetric clouds
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inspired from the chapter Real-Time Volumetric Cloudscapes by Andrew Schneider
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(Guerrilla Games). The first column is the perlin-worley noise generated by remapping
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perlin noise with the lowest frequency worley fbm. The next 3 columns are worley fbms
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with increasing frequencies, and are used to model the cloud shapes which are rendered
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in the last column. See the common tab for all the noise functions used.
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*/
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/**
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This tab contains all the necessary noise functions required to model a cloud shape.
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*/
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// Hash by David_Hoskins
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#define UI0 1597334673U
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#define UI1 3812015801U
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#define UI2 uvec2(UI0, UI1)
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#define UI3 uvec3(UI0, UI1, 2798796415U)
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#define UIF (1.0 / float(0xffffffffU))
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vec3 hash33(vec3 p)
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{
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uvec3 q = uvec3(ivec3(p)) * UI3;
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q = (q.x ^ q.y ^ q.z)*UI3;
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return -1. + 2. * vec3(q) * UIF;
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}
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// Gradient noise by iq (modified to be tileable)
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float gradientNoise(vec3 x, float freq)
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{
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// grid
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vec3 p = floor(x);
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vec3 w = fract(x);
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// quintic interpolant
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vec3 u = w * w * w * (w * (w * 6. - 15.) + 10.);
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// gradients
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vec3 ga = hash33(mod(p + vec3(0., 0., 0.), freq));
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vec3 gb = hash33(mod(p + vec3(1., 0., 0.), freq));
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vec3 gc = hash33(mod(p + vec3(0., 1., 0.), freq));
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vec3 gd = hash33(mod(p + vec3(1., 1., 0.), freq));
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vec3 ge = hash33(mod(p + vec3(0., 0., 1.), freq));
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vec3 gf = hash33(mod(p + vec3(1., 0., 1.), freq));
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vec3 gg = hash33(mod(p + vec3(0., 1., 1.), freq));
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vec3 gh = hash33(mod(p + vec3(1., 1., 1.), freq));
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// projections
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float va = dot(ga, w - vec3(0., 0., 0.));
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float vb = dot(gb, w - vec3(1., 0., 0.));
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float vc = dot(gc, w - vec3(0., 1., 0.));
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float vd = dot(gd, w - vec3(1., 1., 0.));
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float ve = dot(ge, w - vec3(0., 0., 1.));
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float vf = dot(gf, w - vec3(1., 0., 1.));
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float vg = dot(gg, w - vec3(0., 1., 1.));
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float vh = dot(gh, w - vec3(1., 1., 1.));
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// interpolation
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return va +
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u.x * (vb - va) +
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u.y * (vc - va) +
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u.z * (ve - va) +
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u.x * u.y * (va - vb - vc + vd) +
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u.y * u.z * (va - vc - ve + vg) +
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u.z * u.x * (va - vb - ve + vf) +
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u.x * u.y * u.z * (-va + vb + vc - vd + ve - vf - vg + vh);
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}
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// Tileable 3D worley noise
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float worleyNoise(vec3 uv, float freq)
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{
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vec3 id = floor(uv);
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vec3 p = fract(uv);
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float minDist = 10000.;
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for (float x = -1.; x <= 1.; ++x)
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{
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for(float y = -1.; y <= 1.; ++y)
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{
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for(float z = -1.; z <= 1.; ++z)
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{
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vec3 offset = vec3(x, y, z);
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vec3 h = hash33(mod(id + offset, vec3(freq))) * .5 + .5;
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h += offset;
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vec3 d = p - h;
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minDist = min(minDist, dot(d, d));
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}
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}
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}
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// inverted worley noise
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return 1. - minDist;
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}
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// Fbm for Perlin noise based on iq's blog
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float perlinfbm(vec3 p, float freq, int octaves)
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{
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float G = exp2(-.85);
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float amp = 1.;
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float noise = 0.;
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for (int i = 0; i < octaves; ++i)
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{
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noise += amp * gradientNoise(p * freq, freq);
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freq *= 2.;
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amp *= G;
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}
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return noise;
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}
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// Tileable Worley fbm inspired by Andrew Schneider's Real-Time Volumetric Cloudscapes
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// chapter in GPU Pro 7.
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float worleyFbm(vec3 p, float freq)
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{
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return worleyNoise(p*freq, freq) * .625 +
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worleyNoise(p*freq*2., freq*2.) * .25 +
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worleyNoise(p*freq*4., freq*4.) * .125;
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}
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#endif |