Rasagar/Library/PackageCache/com.unity.visualeffectgraph/Shaders/VFXNoise.hlsl
2024-08-26 23:07:20 +03:00

549 lines
21 KiB
HLSL

// Based on https://github.com/BrianSharpe/GPU-Noise-Lib/blob/master/gpu_noise_lib.glsl
// Template for applying shared noise parameters to each noise type
#define NOISE_TEMPLATE(NAME, COORDINATE_TYPE, RETURN_TYPE, FUNC) \
RETURN_TYPE Generate##NAME##Noise(COORDINATE_TYPE coordinate, float frequency, int octaveCount, float persistence, float lacunarity) \
{ \
RETURN_TYPE total = 0.0f; \
\
float amplitude = 1.0f; \
float totalAmplitude = 0.0f; \
\
for (int octaveIndex = 0; octaveIndex < octaveCount; octaveIndex++) \
{ \
total += FUNC(coordinate * frequency) * amplitude; \
totalAmplitude += amplitude; \
amplitude *= persistence; \
frequency *= lacunarity; \
} \
\
return total / totalAmplitude; \
}
#define CURL_NOISE_2D_TEMPLATE(NAME) \
float2 Generate##NAME##CurlNoise(float2 coordinate, float frequency, int octaveCount, float persistence, float lacunarity) \
{ \
float2 total = float2(0.0f, 0.0f); \
\
float amplitude = 1.0f; \
float totalAmplitude = 0.0f; \
\
for (int octaveIndex = 0; octaveIndex < octaveCount; octaveIndex++) \
{ \
float2 derivatives = Generate##NAME##Noise2D(coordinate * frequency).yz; \
total += derivatives * amplitude; \
\
totalAmplitude += amplitude; \
amplitude *= persistence; \
frequency *= lacunarity; \
} \
\
return float2(total.y, -total.x) / totalAmplitude; \
}
#define CURL_NOISE_3D_TEMPLATE(NAME) \
float3 Generate##NAME##CurlNoise(float3 coordinate, float frequency, int octaveCount, float persistence, float lacunarity) \
{ \
float2 total[3] = { float2(0.0f, 0.0f), float2(0.0f, 0.0f), float2(0.0f, 0.0f) }; \
\
float amplitude = 1.0f; \
float totalAmplitude = 0.0f; \
\
float2 points[3] = \
{ \
coordinate.zy, \
coordinate.xz + 100.0f, \
coordinate.yx + 200.0f \
}; \
\
for (int octaveIndex = 0; octaveIndex < octaveCount; octaveIndex++) \
{ \
for (int i = 0; i < 3; i++) \
{ \
float2 derivatives = Generate##NAME##Noise2D(points[i] * frequency).yz; \
total[i] += derivatives * amplitude; \
} \
\
totalAmplitude += amplitude; \
amplitude *= persistence; \
frequency *= lacunarity; \
} \
\
return float3( \
(total[2].x - total[1].y), \
(total[0].x - total[2].y), \
(total[1].x - total[0].y)) / totalAmplitude; \
}
// Interpolation functions
float3 Interpolation_C2(float3 x) { return x * x * x * (x * (x * 6.0f - 15.0f) + 10.0f); }
float4 Interpolation_C2_InterpAndDeriv(float2 x) { return x.xyxy * x.xyxy * (x.xyxy * (x.xyxy * (x.xyxy * float2(6.0f, 0.0f).xxyy + float2(-15.0f, 30.0f).xxyy) + float2(10.0f, -60.0f).xxyy) + float2(0.0f, 30.0f).xxyy); }
float2 Interpolation_C2_InterpAndDeriv(float x) { return x * x * (x * (x * (x * float2(6.0f, 0.0f) + float2(-15.0f, 30.0f)) + float2(10.0f, -60.0f)) + float2(0.0f, 30.0f)); }
float3 Interpolation_C2_Deriv(float3 x) { return x * x * (x * (x * 30.0f - 60.0f) + 30.0f); }
// Hash functions
// Generates a random number for each of the 2 cell corners
float2 NoiseHash1D(float gridcell)
{
float2 kOffset = float2(26.0f, 161.0f);
float kDomain = 71.0f;
float kLargeFloat = 1.0f / 951.135664f;
float2 P = float2(gridcell, gridcell + 1.0f);
P = P - floor(P * (1.0f / kDomain)) * kDomain; // truncate the domain
float3 P3 = float3(P.x, 0.0f, P.y);
P3 += kOffset.xyx; // offset to interesting part of the noise
P3 *= P3; // calculate and return the hash
return frac(P3.xz * P3.y * kLargeFloat);
}
// Generates a random number for each of the 4 cell corners
float4 NoiseHash2D(float2 gridcell)
{
float2 kOffset = float2(26.0f, 161.0f);
float kDomain = 71.0f;
float kLargeFloat = 1.0f / 951.135664f;
float4 P = float4(gridcell.xy, gridcell.xy + 1.0f);
P = P - floor(P * (1.0f / kDomain)) * kDomain; // truncate the domain
P += kOffset.xyxy; // offset to interesting part of the noise
P *= P; // calculate and return the hash
return frac(P.xzxz * P.yyww * kLargeFloat);
}
// Generates 2 random numbers for each of the 4 cell corners
void NoiseHash2D(float2 gridcell, out float4 hash_0, out float4 hash_1)
{
float2 kOffset = float2(26.0f, 161.0f);
float kDomain = 71.0f;
float2 kLargeFloats = 1.0f / float2(951.135664f, 642.949883f);
float4 P = float4(gridcell.xy, gridcell.xy + 1.0f);
P = P - floor(P * (1.0f / kDomain)) * kDomain;
P += kOffset.xyxy;
P *= P;
P = P.xzxz * P.yyww;
hash_0 = frac(P * kLargeFloats.x);
hash_1 = frac(P * kLargeFloats.y);
}
// Generates a random number for each of the 8 cell corners
void NoiseHash3D(float3 gridcell, out float4 lowz_hash, out float4 highz_hash)
{
float2 kOffset = float2(50.0f, 161.0f);
float kDomain = 69.0f;
float kLargeFloat = 635.298681f;
float kZinc = 48.500388f;
// truncate the domain
gridcell.xyz = gridcell.xyz - floor(gridcell.xyz * (1.0f / kDomain)) * kDomain;
float3 gridcell_inc1 = step(gridcell, float3(kDomain, kDomain, kDomain) - 1.5f) * (gridcell + 1.0f);
// calculate the noise
float4 P = float4(gridcell.xy, gridcell_inc1.xy) + kOffset.xyxy;
P *= P;
P = P.xzxz * P.yyww;
highz_hash.xy = float2(1.0f / (kLargeFloat + float2(gridcell.z, gridcell_inc1.z) * kZinc));
lowz_hash = frac(P * highz_hash.xxxx);
highz_hash = frac(P * highz_hash.yyyy);
}
// Generates 3 random numbers for each of the 8 cell corners
void NoiseHash3D(float3 gridcell,
out float4 lowz_hash_0, out float4 lowz_hash_1, out float4 lowz_hash_2,
out float4 highz_hash_0, out float4 highz_hash_1, out float4 highz_hash_2)
{
float2 kOffset = float2(50.0f, 161.0f);
float kDomain = 69.0f;
float3 kLargeFloats = float3(635.298681f, 682.357502f, 668.926525f);
float3 kZinc = float3(48.500388f, 65.294118f, 63.934599f);
// truncate the domain
gridcell.xyz = gridcell.xyz - floor(gridcell.xyz * (1.0f / kDomain)) * kDomain;
float3 gridcell_inc1 = step(gridcell, float3(kDomain, kDomain, kDomain) - 1.5f) * (gridcell + 1.0f);
// calculate the final hash
float4 P = float4(gridcell.xy, gridcell_inc1.xy) + kOffset.xyxy;
P *= P;
P = P.xzxz * P.yyww;
float3 lowz_mod = float3(1.0f / (kLargeFloats + gridcell.zzz * kZinc));
float3 highz_mod = float3(1.0f / (kLargeFloats + gridcell_inc1.zzz * kZinc));
lowz_hash_0 = frac(P * lowz_mod.xxxx);
highz_hash_0 = frac(P * highz_mod.xxxx);
lowz_hash_1 = frac(P * lowz_mod.yyyy);
highz_hash_1 = frac(P * highz_mod.yyyy);
lowz_hash_2 = frac(P * lowz_mod.zzzz);
highz_hash_2 = frac(P * highz_mod.zzzz);
}
// Convert a 0.0->1.0 sample to a -1.0->1.0 sample weighted towards the extremes
float4 CellularWeightSamples(float4 samples)
{
samples = samples * 2.0f - 1.0f;
//return (1.0 - samples * samples) * sign(samples); // square
return (samples * samples * samples) - sign(samples); // cubic (even more variance)
}
// Value Noise
float2 GenerateValueNoise1D(float coordinate)
{
float i = floor(coordinate);
float f = coordinate - i;
float2 hash = NoiseHash1D(i);
float2 blend = Interpolation_C2_InterpAndDeriv(f);
float2 res0 = hash.xy;
float resDelta = res0.y - res0.x;
float noise = res0.x + resDelta * blend.x;
float derivatives = resDelta * blend.y;
return float2(noise, derivatives);
}
float3 GenerateValueNoise2D(float2 coordinate)
{
float2 i = floor(coordinate);
float2 f = coordinate - i;
float4 hash = NoiseHash2D(i);
float4 blend = Interpolation_C2_InterpAndDeriv(f);
float4 res0 = lerp(hash.xyxz, hash.zwyw, blend.yyxx);
float2 resDelta = res0.yw - res0.xz;
float noise = res0.x + resDelta.x * blend.x;
float2 derivatives = resDelta * blend.zw;
return float3(noise, derivatives);
}
float4 GenerateValueNoise3D(float3 coordinate)
{
float3 i = floor(coordinate);
float3 f = coordinate - i;
float4 hash_lowz, hash_highz;
NoiseHash3D(i, hash_lowz, hash_highz);
float3 blend = Interpolation_C2(f);
float4 res0 = lerp(hash_lowz, hash_highz, blend.z);
float4 res1 = lerp(res0.xyxz, res0.zwyw, blend.yyxx);
float4 res3 = lerp(float4(hash_lowz.xy, hash_highz.xy), float4(hash_lowz.zw, hash_highz.zw), blend.y);
float2 res4 = lerp(res3.xz, res3.yw, blend.x);
float3 resDelta = float3(res1.yw, res4.y) - float3(res1.xz, res4.x);
float noise = res1.x + resDelta.x * blend.x;
float3 derivatives = resDelta * Interpolation_C2_Deriv(f);
return float4(noise, derivatives);
}
NOISE_TEMPLATE(Value, float, float2, GenerateValueNoise1D);
NOISE_TEMPLATE(Value, float2, float3, GenerateValueNoise2D);
NOISE_TEMPLATE(Value, float3, float4, GenerateValueNoise3D);
CURL_NOISE_2D_TEMPLATE(Value);
CURL_NOISE_3D_TEMPLATE(Value);
// Perlin Noise
float2 GeneratePerlinNoise1D(float coordinate)
{
// establish our grid cell and unit position
float2 i = floor(float2(coordinate, 0.0f));
float4 f_fmin1 = float2(coordinate, 0.0f).xyxy - float4(i, i + 1.0f);
// calculate the hash
float4 hash_x, hash_y;
NoiseHash2D(i, hash_x, hash_y);
// calculate the gradient results
float4 grad_x = hash_x - 0.49999f;
float4 grad_y = hash_y - 0.49999f;
float4 norm = rsqrt(grad_x * grad_x + grad_y * grad_y);
grad_x *= norm;
grad_y *= norm;
float4 dotval = (grad_x * f_fmin1.xzxz + grad_y * f_fmin1.yyww);
// convert our data to a more parallel format
float2 dotval0_grad0 = float2(dotval.x, grad_x.x);
float2 dotval1_grad1 = float2(dotval.y, grad_x.y);
float2 dotval2_grad2 = float2(dotval.z, grad_x.z);
float2 dotval3_grad3 = float2(dotval.w, grad_x.w);
// evaluate common constants
float2 k0_gk0 = dotval1_grad1 - dotval0_grad0;
float2 k1_gk1 = dotval2_grad2 - dotval0_grad0;
float2 k2_gk2 = dotval3_grad3 - dotval2_grad2 - k0_gk0;
// C2 Interpolation
float4 blend = Interpolation_C2_InterpAndDeriv(f_fmin1.xy);
// calculate final noise + deriv
float2 results = dotval0_grad0
+ blend.x * k0_gk0
+ blend.y * (k1_gk1 + blend.x * k2_gk2);
results.y += blend.z * (k0_gk0.x + blend.y * k2_gk2.x);
return results * 2.0f; // scale to -1.0 -> 1.0 range *= 1.0/sqrt(0.25)
}
float3 GeneratePerlinNoise2D(float2 coordinate)
{
// establish our grid cell and unit position
float2 i = floor(coordinate);
float4 f_fmin1 = coordinate.xyxy - float4(i, i + 1.0f);
// calculate the hash
float4 hash_x, hash_y;
NoiseHash2D(i, hash_x, hash_y);
// calculate the gradient results
float4 grad_x = hash_x - 0.49999f;
float4 grad_y = hash_y - 0.49999f;
float4 norm = rsqrt(grad_x * grad_x + grad_y * grad_y);
grad_x *= norm;
grad_y *= norm;
float4 dotval = (grad_x * f_fmin1.xzxz + grad_y * f_fmin1.yyww);
// convert our data to a more parallel format
float3 dotval0_grad0 = float3(dotval.x, grad_x.x, grad_y.x);
float3 dotval1_grad1 = float3(dotval.y, grad_x.y, grad_y.y);
float3 dotval2_grad2 = float3(dotval.z, grad_x.z, grad_y.z);
float3 dotval3_grad3 = float3(dotval.w, grad_x.w, grad_y.w);
// evaluate common constants
float3 k0_gk0 = dotval1_grad1 - dotval0_grad0;
float3 k1_gk1 = dotval2_grad2 - dotval0_grad0;
float3 k2_gk2 = dotval3_grad3 - dotval2_grad2 - k0_gk0;
// C2 Interpolation
float4 blend = Interpolation_C2_InterpAndDeriv(f_fmin1.xy);
// calculate final noise + deriv
float3 results = dotval0_grad0
+ blend.x * k0_gk0
+ blend.y * (k1_gk1 + blend.x * k2_gk2);
results.yz += blend.zw * (float2(k0_gk0.x, k1_gk1.x) + blend.yx * k2_gk2.xx);
return results * 1.4142135623730950488016887242097f; // scale to -1.0 -> 1.0 range *= 1.0/sqrt(0.5)
}
float4 GeneratePerlinNoise3D(float3 coordinate)
{
// establish our grid cell and unit position
float3 i = floor(coordinate);
float3 f = coordinate - i;
float3 f_min1 = f - 1.0;
// calculate the hash
float4 hashx0, hashy0, hashz0, hashx1, hashy1, hashz1;
NoiseHash3D(i, hashx0, hashy0, hashz0, hashx1, hashy1, hashz1);
// calculate the gradients
float4 grad_x0 = hashx0 - 0.49999f;
float4 grad_y0 = hashy0 - 0.49999f;
float4 grad_z0 = hashz0 - 0.49999f;
float4 grad_x1 = hashx1 - 0.49999f;
float4 grad_y1 = hashy1 - 0.49999f;
float4 grad_z1 = hashz1 - 0.49999f;
float4 norm_0 = rsqrt(grad_x0 * grad_x0 + grad_y0 * grad_y0 + grad_z0 * grad_z0);
float4 norm_1 = rsqrt(grad_x1 * grad_x1 + grad_y1 * grad_y1 + grad_z1 * grad_z1);
grad_x0 *= norm_0;
grad_y0 *= norm_0;
grad_z0 *= norm_0;
grad_x1 *= norm_1;
grad_y1 *= norm_1;
grad_z1 *= norm_1;
// calculate the dot products
float4 dotval_0 = float2(f.x, f_min1.x).xyxy * grad_x0 + float2(f.y, f_min1.y).xxyy * grad_y0 + f.zzzz * grad_z0;
float4 dotval_1 = float2(f.x, f_min1.x).xyxy * grad_x1 + float2(f.y, f_min1.y).xxyy * grad_y1 + f_min1.zzzz * grad_z1;
// convert our data to a more parallel format
float4 dotval0_grad0 = float4(dotval_0.x, grad_x0.x, grad_y0.x, grad_z0.x);
float4 dotval1_grad1 = float4(dotval_0.y, grad_x0.y, grad_y0.y, grad_z0.y);
float4 dotval2_grad2 = float4(dotval_0.z, grad_x0.z, grad_y0.z, grad_z0.z);
float4 dotval3_grad3 = float4(dotval_0.w, grad_x0.w, grad_y0.w, grad_z0.w);
float4 dotval4_grad4 = float4(dotval_1.x, grad_x1.x, grad_y1.x, grad_z1.x);
float4 dotval5_grad5 = float4(dotval_1.y, grad_x1.y, grad_y1.y, grad_z1.y);
float4 dotval6_grad6 = float4(dotval_1.z, grad_x1.z, grad_y1.z, grad_z1.z);
float4 dotval7_grad7 = float4(dotval_1.w, grad_x1.w, grad_y1.w, grad_z1.w);
// evaluate common constants
float4 k0_gk0 = dotval1_grad1 - dotval0_grad0;
float4 k1_gk1 = dotval2_grad2 - dotval0_grad0;
float4 k2_gk2 = dotval4_grad4 - dotval0_grad0;
float4 k3_gk3 = dotval3_grad3 - dotval2_grad2 - k0_gk0;
float4 k4_gk4 = dotval5_grad5 - dotval4_grad4 - k0_gk0;
float4 k5_gk5 = dotval6_grad6 - dotval4_grad4 - k1_gk1;
float4 k6_gk6 = (dotval7_grad7 - dotval6_grad6) - (dotval5_grad5 - dotval4_grad4) - k3_gk3;
// C2 Interpolation
float3 blend = Interpolation_C2(f);
float3 blendDeriv = Interpolation_C2_Deriv(f);
// calculate final noise + deriv
float u = blend.x;
float v = blend.y;
float w = blend.z;
float4 result = dotval0_grad0
+ u * (k0_gk0 + v * k3_gk3)
+ v * (k1_gk1 + w * k5_gk5)
+ w * (k2_gk2 + u * (k4_gk4 + v * k6_gk6));
result.y += dot(float4(k0_gk0.x, k3_gk3.x * v, float2(k4_gk4.x, k6_gk6.x * v) * w), float4(blendDeriv.xxxx));
result.z += dot(float4(k1_gk1.x, k3_gk3.x * u, float2(k5_gk5.x, k6_gk6.x * u) * w), float4(blendDeriv.yyyy));
result.w += dot(float4(k2_gk2.x, k4_gk4.x * u, float2(k5_gk5.x, k6_gk6.x * u) * v), float4(blendDeriv.zzzz));
// normalize
return result * 1.1547005383792515290182975610039f; // scale to -1.0 -> 1.0 range *= 1.0/sqrt(0.75)
}
NOISE_TEMPLATE(Perlin, float, float2, GeneratePerlinNoise1D);
NOISE_TEMPLATE(Perlin, float2, float3, GeneratePerlinNoise2D);
NOISE_TEMPLATE(Perlin, float3, float4, GeneratePerlinNoise3D);
CURL_NOISE_2D_TEMPLATE(Perlin);
CURL_NOISE_3D_TEMPLATE(Perlin);
// Cellular Noise
float2 GenerateCellularNoise1D(float coordinate)
{
// establish our grid cell and unit position
float2 i = floor(float2(coordinate, 0));
float2 f = float2(coordinate, 0) - i;
// calculate the hash
float4 hash_x, hash_y;
NoiseHash2D(i, hash_x, hash_y);
// generate the 4 random points
// restrict the random point offset to eliminate artifacts
// we'll improve the variance of the noise by pushing the points to the extremes of the jitter window
float kJitterWindow = 0.25f; // guarantees no artifacts. 0.25 is the intersection on x of graphs f(x)=( (0.5+(0.5-x))^2 + (0.5-x)^2 ) and f(x)=( (0.5+x)^2 + x^2 )
hash_x = CellularWeightSamples(hash_x) * kJitterWindow + float4(0.0f, 1.0f, 0.0f, 1.0f);
hash_y = CellularWeightSamples(hash_y) * kJitterWindow + float4(0.0f, 0.0f, 1.0f, 1.0f);
// return the closest squared distance (+ derivs)
// thanks to Jonathan Dupuy for the initial implementation
float4 dx = f.xxxx - hash_x;
float4 dy = f.yyyy - hash_y;
float4 d = dx * dx + dy * dy;
float2 t1 = d.x < d.y ? float2(d.x, dx.x) : float2(d.y, dx.y);
float2 t2 = d.z < d.w ? float2(d.z, dx.z) : float2(d.w, dx.w);
return (t1.x < t2.x ? t1 : t2) * float2(1.0f, 2.0f) * (1.0f / 1.125f); // scale return value from 0.0->1.125 to 0.0->1.0 ( 0.75^2 * 2.0 == 1.125 )
}
float3 GenerateCellularNoise2D(float2 coordinate)
{
// establish our grid cell and unit position
float2 i = floor(coordinate);
float2 f = coordinate - i;
// calculate the hash
float4 hash_x, hash_y;
NoiseHash2D(i, hash_x, hash_y);
// generate the 4 random points
// restrict the random point offset to eliminate artifacts
// we'll improve the variance of the noise by pushing the points to the extremes of the jitter window
float kJitterWindow = 0.25f; // guarantees no artifacts. 0.25 is the intersection on x of graphs f(x)=( (0.5+(0.5-x))^2 + (0.5-x)^2 ) and f(x)=( (0.5+x)^2 + x^2 )
hash_x = CellularWeightSamples(hash_x) * kJitterWindow + float4(0.0f, 1.0f, 0.0f, 1.0f);
hash_y = CellularWeightSamples(hash_y) * kJitterWindow + float4(0.0f, 0.0f, 1.0f, 1.0f);
// return the closest squared distance (+ derivs)
// thanks to Jonathan Dupuy for the initial implementation
float4 dx = f.xxxx - hash_x;
float4 dy = f.yyyy - hash_y;
float4 d = dx * dx + dy * dy;
float3 t1 = d.x < d.y ? float3(d.x, dx.x, dy.x) : float3(d.y, dx.y, dy.y);
float3 t2 = d.z < d.w ? float3(d.z, dx.z, dy.z) : float3(d.w, dx.w, dy.w);
return (t1.x < t2.x ? t1 : t2) * float3(1.0f, 2.0f, 2.0f) * (1.0f / 1.125f); // scale return value from 0.0->1.125 to 0.0->1.0 (0.75^2 * 2.0 == 1.125)
}
float4 GenerateCellularNoise3D(float3 coordinate)
{
// establish our grid cell and unit position
float3 i = floor(coordinate);
float3 f = coordinate - i;
// calculate the hash
float4 hash_x0, hash_y0, hash_z0, hash_x1, hash_y1, hash_z1;
NoiseHash3D(i, hash_x0, hash_y0, hash_z0, hash_x1, hash_y1, hash_z1);
// generate the 8 random points
// restrict the random point offset to eliminate artifacts
// we'll improve the variance of the noise by pushing the points to the extremes of the jitter window
float kJitterWindow = 0.166666666f; // guarantees no artifacts. It is the intersection on x of graphs f(x)=( (0.5 + (0.5-x))^2 + 2*((0.5-x)^2) ) and f(x)=( 2 * (( 0.5 + x )^2) + x * x )
hash_x0 = CellularWeightSamples(hash_x0) * kJitterWindow + float4(0.0f, 1.0f, 0.0f, 1.0f);
hash_y0 = CellularWeightSamples(hash_y0) * kJitterWindow + float4(0.0f, 0.0f, 1.0f, 1.0f);
hash_x1 = CellularWeightSamples(hash_x1) * kJitterWindow + float4(0.0f, 1.0f, 0.0f, 1.0f);
hash_y1 = CellularWeightSamples(hash_y1) * kJitterWindow + float4(0.0f, 0.0f, 1.0f, 1.0f);
hash_z0 = CellularWeightSamples(hash_z0) * kJitterWindow + float4(0.0f, 0.0f, 0.0f, 0.0f);
hash_z1 = CellularWeightSamples(hash_z1) * kJitterWindow + float4(1.0f, 1.0f, 1.0f, 1.0f);
// return the closest squared distance (+ derivs)
// thanks to Jonathan Dupuy for the initial implementation
float4 dx1 = f.xxxx - hash_x0;
float4 dy1 = f.yyyy - hash_y0;
float4 dz1 = f.zzzz - hash_z0;
float4 dx2 = f.xxxx - hash_x1;
float4 dy2 = f.yyyy - hash_y1;
float4 dz2 = f.zzzz - hash_z1;
float4 d1 = dx1 * dx1 + dy1 * dy1 + dz1 * dz1;
float4 d2 = dx2 * dx2 + dy2 * dy2 + dz2 * dz2;
float4 r1 = d1.x < d1.y ? float4(d1.x, dx1.x, dy1.x, dz1.x) : float4(d1.y, dx1.y, dy1.y, dz1.y);
float4 r2 = d1.z < d1.w ? float4(d1.z, dx1.z, dy1.z, dz1.z) : float4(d1.w, dx1.w, dy1.w, dz1.w);
float4 r3 = d2.x < d2.y ? float4(d2.x, dx2.x, dy2.x, dz2.x) : float4(d2.y, dx2.y, dy2.y, dz2.y);
float4 r4 = d2.z < d2.w ? float4(d2.z, dx2.z, dy2.z, dz2.z) : float4(d2.w, dx2.w, dy2.w, dz2.w);
float4 t1 = r1.x < r2.x ? r1 : r2;
float4 t2 = r3.x < r4.x ? r3 : r4;
return (t1.x < t2.x ? t1 : t2) * float4(1.0f, 2.0f, 2.0f, 2.0f) * (9.0f / 12.0f); // scale return value from 0.0->1.333333 to 0.0->1.0 (2/3)^2 * 3 == (12/9) == 1.333333;
}
NOISE_TEMPLATE(Cellular, float, float2, GenerateCellularNoise1D);
NOISE_TEMPLATE(Cellular, float2, float3, GenerateCellularNoise2D);
NOISE_TEMPLATE(Cellular, float3, float4, GenerateCellularNoise3D);
CURL_NOISE_2D_TEMPLATE(Cellular);
CURL_NOISE_3D_TEMPLATE(Cellular);
// VoroNoise
float3 VoroHash3(float2 p)
{
float3 q = float3(dot(p, float2(127.1f, 311.7f)), dot(p, float2(269.5f, 183.3f)), dot(p, float2(419.2f, 371.9f)));
return frac(sin(q) * 43758.5453f);
}
float GenerateVoroNoise(float2 coordinate, float frequency, float warp, float smoothness)
{
coordinate *= frequency;
float2 p = floor(coordinate);
float2 f = frac(coordinate);
float k = 1.0f + 63.0f * pow(1.0f - smoothness, 4.0f);
float va = 0.0f;
float wt = 0.0f;
for (int j = -2; j <= 2; j++)
{
for (int i = -2; i <= 2; i++)
{
float2 g = float2(float(i), float(j));
float3 o = VoroHash3(p + g) * float3(warp.xx, 1.0f);
float2 r = g - f + o.xy;
float d = dot(r, r);
float ww = pow(1.0f - smoothstep(0.0f, 1.414f, sqrt(d)), k);
va += o.z * ww;
wt += ww;
}
}
return ((va / wt) * 2 - 1);
}