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https://github.com/barkeser2002/flower.git
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256 lines
8.0 KiB
GLSL
256 lines
8.0 KiB
GLSL
#ifndef SEBH_CLOUD_NOISE_GLSL
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#define SEBH_CLOUD_NOISE_GLSL
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// https://github.com/sebh/TileableVolumeNoise/blob/master/main.cpp
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// https://www.shadertoy.com/view/MdyyWV
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float frequenceMul[6u] = float[]( 2.0,8.0,14.0,20.0,26.0,32.0 );
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float hash(int n)
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{
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return fract(sin(float(n) + 1.951) * 43758.5453123);
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}
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float noise(vec3 x)
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(vec3(3.0) - vec3(2.0) * f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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return mix(
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mix(
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mix(hash(int(n + 0.0)), hash(int(n + 1.0)), f.x),
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mix(hash(int(n + 57.0)), hash(int(n + 58.0)), f.x),
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f.y),
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mix(
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mix(hash(int(n + 113.0)), hash(int(n + 114.0)), f.x),
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mix(hash(int(n + 170.0)), hash(int(n + 171.0)), f.x),
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f.y),
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f.z);
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}
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float cells(vec3 p, float cellCount)
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{
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vec3 pCell = p * cellCount;
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float d = 1.0e10;
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for (int xo = -1; xo <= 1; xo++)
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{
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for (int yo = -1; yo <= 1; yo++)
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{
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for (int zo = -1; zo <= 1; zo++)
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{
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vec3 tp = floor(pCell) + vec3(xo, yo, zo);
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tp = pCell - tp - noise(mod(tp, cellCount / 1.0));
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d = min(d, dot(tp, tp));
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}
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}
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}
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d = min(d, 1.0);
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d = max(d, 0.0f);
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return d;
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}
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// From GLM (gtc/noise.hpp & detail/_noise.hpp)
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vec4 mod289(vec4 x)
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{
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return x - floor(x * vec4(1.0) / vec4(289.0)) * vec4(289.0);
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}
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vec4 permute(vec4 x)
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{
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return mod289(((x * 34.0) + 1.0) * x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return vec4(1.79284291400159) - vec4(0.85373472095314) * r;
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}
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vec4 fade(vec4 t)
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{
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return (t * t * t) * (t * (t * vec4(6) - vec4(15)) + vec4(10));
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}
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float glmPerlin4D(vec4 Position, vec4 rep)
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{
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vec4 Pi0 = mod(floor(Position), rep); // Integer part for indexing
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vec4 Pi1 = mod(Pi0 + vec4(1), rep); // Integer part + 1
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//Pi0 = mod(Pi0, vec4(289));
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//Pi1 = mod(Pi1, vec4(289));
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vec4 Pf0 = fract(Position); // Fractional part for interpolation
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vec4 Pf1 = Pf0 - vec4(1); // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
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vec4 iz0 = vec4(Pi0.z);
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vec4 iz1 = vec4(Pi1.z);
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vec4 iw0 = vec4(Pi0.w);
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vec4 iw1 = vec4(Pi1.w);
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 ixy00 = permute(ixy0 + iw0);
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vec4 ixy01 = permute(ixy0 + iw1);
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vec4 ixy10 = permute(ixy1 + iw0);
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vec4 ixy11 = permute(ixy1 + iw1);
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vec4 gx00 = ixy00 / vec4(7);
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vec4 gy00 = floor(gx00) / vec4(7);
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vec4 gz00 = floor(gy00) / vec4(6);
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gx00 = fract(gx00) - vec4(0.5);
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gy00 = fract(gy00) - vec4(0.5);
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gz00 = fract(gz00) - vec4(0.5);
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vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
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vec4 sw00 = step(gw00, vec4(0.0));
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gx00 -= sw00 * (step(vec4(0), gx00) - vec4(0.5));
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gy00 -= sw00 * (step(vec4(0), gy00) - vec4(0.5));
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vec4 gx01 = ixy01 / vec4(7);
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vec4 gy01 = floor(gx01) / vec4(7);
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vec4 gz01 = floor(gy01) / vec4(6);
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gx01 = fract(gx01) - vec4(0.5);
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gy01 = fract(gy01) - vec4(0.5);
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gz01 = fract(gz01) - vec4(0.5);
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vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
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vec4 sw01 = step(gw01, vec4(0.0));
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gx01 -= sw01 * (step(vec4(0), gx01) - vec4(0.5));
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gy01 -= sw01 * (step(vec4(0), gy01) - vec4(0.5));
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vec4 gx10 = ixy10 / vec4(7);
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vec4 gy10 = floor(gx10) / vec4(7);
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vec4 gz10 = floor(gy10) / vec4(6);
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gx10 = fract(gx10) - vec4(0.5);
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gy10 = fract(gy10) - vec4(0.5);
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gz10 = fract(gz10) - vec4(0.5);
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vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
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vec4 sw10 = step(gw10, vec4(0));
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gx10 -= sw10 * (step(vec4(0), gx10) - vec4(0.5));
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gy10 -= sw10 * (step(vec4(0), gy10) - vec4(0.5));
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vec4 gx11 = ixy11 / vec4(7);
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vec4 gy11 = floor(gx11) / vec4(7);
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vec4 gz11 = floor(gy11) / vec4(6);
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gx11 = fract(gx11) - vec4(0.5);
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gy11 = fract(gy11) - vec4(0.5);
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gz11 = fract(gz11) - vec4(0.5);
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vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
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vec4 sw11 = step(gw11, vec4(0.0));
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gx11 -= sw11 * (step(vec4(0), gx11) - vec4(0.5));
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gy11 -= sw11 * (step(vec4(0), gy11) - vec4(0.5));
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vec4 g0000 = vec4(gx00.x, gy00.x, gz00.x, gw00.x);
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vec4 g1000 = vec4(gx00.y, gy00.y, gz00.y, gw00.y);
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vec4 g0100 = vec4(gx00.z, gy00.z, gz00.z, gw00.z);
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vec4 g1100 = vec4(gx00.w, gy00.w, gz00.w, gw00.w);
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vec4 g0010 = vec4(gx10.x, gy10.x, gz10.x, gw10.x);
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vec4 g1010 = vec4(gx10.y, gy10.y, gz10.y, gw10.y);
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vec4 g0110 = vec4(gx10.z, gy10.z, gz10.z, gw10.z);
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vec4 g1110 = vec4(gx10.w, gy10.w, gz10.w, gw10.w);
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vec4 g0001 = vec4(gx01.x, gy01.x, gz01.x, gw01.x);
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vec4 g1001 = vec4(gx01.y, gy01.y, gz01.y, gw01.y);
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vec4 g0101 = vec4(gx01.z, gy01.z, gz01.z, gw01.z);
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vec4 g1101 = vec4(gx01.w, gy01.w, gz01.w, gw01.w);
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vec4 g0011 = vec4(gx11.x, gy11.x, gz11.x, gw11.x);
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vec4 g1011 = vec4(gx11.y, gy11.y, gz11.y, gw11.y);
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vec4 g0111 = vec4(gx11.z, gy11.z, gz11.z, gw11.z);
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vec4 g1111 = vec4(gx11.w, gy11.w, gz11.w, gw11.w);
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vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
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g0000 *= norm00.x;
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g0100 *= norm00.y;
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g1000 *= norm00.z;
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g1100 *= norm00.w;
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vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
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g0001 *= norm01.x;
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g0101 *= norm01.y;
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g1001 *= norm01.z;
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g1101 *= norm01.w;
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vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
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g0010 *= norm10.x;
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g0110 *= norm10.y;
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g1010 *= norm10.z;
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g1110 *= norm10.w;
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vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
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g0011 *= norm11.x;
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g0111 *= norm11.y;
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g1011 *= norm11.z;
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g1111 *= norm11.w;
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float n0000 = dot(g0000, Pf0);
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float n1000 = dot(g1000, vec4(Pf1.x, Pf0.y, Pf0.z, Pf0.w));
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float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.z, Pf0.w));
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float n1100 = dot(g1100, vec4(Pf1.x, Pf1.y, Pf0.z, Pf0.w));
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float n0010 = dot(g0010, vec4(Pf0.x, Pf0.y, Pf1.z, Pf0.w));
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float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
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float n0110 = dot(g0110, vec4(Pf0.x, Pf1.y, Pf1.z, Pf0.w));
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float n1110 = dot(g1110, vec4(Pf1.x, Pf1.y, Pf1.z, Pf0.w));
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float n0001 = dot(g0001, vec4(Pf0.x, Pf0.y, Pf0.z, Pf1.w));
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float n1001 = dot(g1001, vec4(Pf1.x, Pf0.y, Pf0.z, Pf1.w));
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float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
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float n1101 = dot(g1101, vec4(Pf1.x, Pf1.y, Pf0.z, Pf1.w));
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float n0011 = dot(g0011, vec4(Pf0.x, Pf0.y, Pf1.z, Pf1.w));
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float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.z, Pf1.w));
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float n0111 = dot(g0111, vec4(Pf0.x, Pf1.y, Pf1.z, Pf1.w));
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float n1111 = dot(g1111, Pf1);
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vec4 fade_xyzw = fade(Pf0);
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vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
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vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
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vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
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vec2 n_yzw = mix(vec2(n_zw.x, n_zw.y), vec2(n_zw.z, n_zw.w), fade_xyzw.y);
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float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
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return float(2.2) * n_xyzw;
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}
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float remap(float originalValue, float originalMin, float originalMax, float newMin, float newMax)
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{
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return newMin + (((originalValue - originalMin) / (originalMax - originalMin)) * (newMax - newMin));
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}
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// ======================================================================
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float worleyNoise3D(vec3 p, float cellCount)
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{
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return cells(p, cellCount);
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}
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float perlinNoise3D(vec3 pIn, float frequency, int octaveCount)
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{
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float octaveFrenquencyFactor = 2.0; // noise frequency factor between octave, forced to 2
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// Compute the sum for each octave
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float sum = 0.0f;
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float weightSum = 0.0f;
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float weight = 0.5f;
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for (int oct = 0; oct < octaveCount; oct++)
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{
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// Perlin vec3 is bugged in GLM on the Z axis :(, black stripes are visible
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// So instead we use 4d Perlin and only use xyz...
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//glm::vec3 p(x * freq, y * freq, z * freq);
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//float val = glm::perlin(p, glm::vec3(freq)) *0.5 + 0.5;
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vec4 p = vec4(pIn.x, pIn.y, pIn.z, 0.0) * vec4(frequency);
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float val = glmPerlin4D(p, vec4(frequency));
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sum += val * weight;
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weightSum += weight;
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weight *= weight;
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frequency *= octaveFrenquencyFactor;
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}
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float noise = (sum / weightSum);// *0.5 + 0.5;
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noise = min(noise, 1.0f);
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noise = max(noise, 0.0f);
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return noise;
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}
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#endif |