// // GLSL textureless classic 4D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-08-22 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/stegu/webgl-noise // using static Unity.Mathematics.math; namespace Unity.Mathematics { public static partial class noise { /// /// Classic Perlin noise /// /// Point on a 4D grid of gradient vectors. /// Noise value. public static float cnoise(float4 P) { float4 Pi0 = floor(P); // Integer part for indexing float4 Pi1 = Pi0 + 1.0f; // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float4 Pf0 = frac(P); // Fractional part for interpolation float4 Pf1 = Pf0 - 1.0f; // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.yy, Pi1.yy); float4 iz0 = float4(Pi0.zzzz); float4 iz1 = float4(Pi1.zzzz); float4 iw0 = float4(Pi0.wwww); float4 iw1 = float4(Pi1.wwww); float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 ixy00 = permute(ixy0 + iw0); float4 ixy01 = permute(ixy0 + iw1); float4 ixy10 = permute(ixy1 + iw0); float4 ixy11 = permute(ixy1 + iw1); float4 gx00 = ixy00 * (1.0f / 7.0f); float4 gy00 = floor(gx00) * (1.0f / 7.0f); float4 gz00 = floor(gy00) * (1.0f / 6.0f); gx00 = frac(gx00) - 0.5f; gy00 = frac(gy00) - 0.5f; gz00 = frac(gz00) - 0.5f; float4 gw00 = float4(0.75f) - abs(gx00) - abs(gy00) - abs(gz00); float4 sw00 = step(gw00, float4(0.0f)); gx00 -= sw00 * (step(0.0f, gx00) - 0.5f); gy00 -= sw00 * (step(0.0f, gy00) - 0.5f); float4 gx01 = ixy01 * (1.0f / 7.0f); float4 gy01 = floor(gx01) * (1.0f / 7.0f); float4 gz01 = floor(gy01) * (1.0f / 6.0f); gx01 = frac(gx01) - 0.5f; gy01 = frac(gy01) - 0.5f; gz01 = frac(gz01) - 0.5f; float4 gw01 = float4(0.75f) - abs(gx01) - abs(gy01) - abs(gz01); float4 sw01 = step(gw01, float4(0.0f)); gx01 -= sw01 * (step(0.0f, gx01) - 0.5f); gy01 -= sw01 * (step(0.0f, gy01) - 0.5f); float4 gx10 = ixy10 * (1.0f / 7.0f); float4 gy10 = floor(gx10) * (1.0f / 7.0f); float4 gz10 = floor(gy10) * (1.0f / 6.0f); gx10 = frac(gx10) - 0.5f; gy10 = frac(gy10) - 0.5f; gz10 = frac(gz10) - 0.5f; float4 gw10 = float4(0.75f) - abs(gx10) - abs(gy10) - abs(gz10); float4 sw10 = step(gw10, float4(0.0f)); gx10 -= sw10 * (step(0.0f, gx10) - 0.5f); gy10 -= sw10 * (step(0.0f, gy10) - 0.5f); float4 gx11 = ixy11 * (1.0f / 7.0f); float4 gy11 = floor(gx11) * (1.0f / 7.0f); float4 gz11 = floor(gy11) * (1.0f / 6.0f); gx11 = frac(gx11) - 0.5f; gy11 = frac(gy11) - 0.5f; gz11 = frac(gz11) - 0.5f; float4 gw11 = float4(0.75f) - abs(gx11) - abs(gy11) - abs(gz11); float4 sw11 = step(gw11, float4(0.0f)); gx11 -= sw11 * (step(0.0f, gx11) - 0.5f); gy11 -= sw11 * (step(0.0f, gy11) - 0.5f); float4 g0000 = float4(gx00.x, gy00.x, gz00.x, gw00.x); float4 g1000 = float4(gx00.y, gy00.y, gz00.y, gw00.y); float4 g0100 = float4(gx00.z, gy00.z, gz00.z, gw00.z); float4 g1100 = float4(gx00.w, gy00.w, gz00.w, gw00.w); float4 g0010 = float4(gx10.x, gy10.x, gz10.x, gw10.x); float4 g1010 = float4(gx10.y, gy10.y, gz10.y, gw10.y); float4 g0110 = float4(gx10.z, gy10.z, gz10.z, gw10.z); float4 g1110 = float4(gx10.w, gy10.w, gz10.w, gw10.w); float4 g0001 = float4(gx01.x, gy01.x, gz01.x, gw01.x); float4 g1001 = float4(gx01.y, gy01.y, gz01.y, gw01.y); float4 g0101 = float4(gx01.z, gy01.z, gz01.z, gw01.z); float4 g1101 = float4(gx01.w, gy01.w, gz01.w, gw01.w); float4 g0011 = float4(gx11.x, gy11.x, gz11.x, gw11.x); float4 g1011 = float4(gx11.y, gy11.y, gz11.y, gw11.y); float4 g0111 = float4(gx11.z, gy11.z, gz11.z, gw11.z); float4 g1111 = float4(gx11.w, gy11.w, gz11.w, gw11.w); float4 norm00 = taylorInvSqrt(float4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); g0000 *= norm00.x; g0100 *= norm00.y; g1000 *= norm00.z; g1100 *= norm00.w; float4 norm01 = taylorInvSqrt(float4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); g0001 *= norm01.x; g0101 *= norm01.y; g1001 *= norm01.z; g1101 *= norm01.w; float4 norm10 = taylorInvSqrt(float4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); g0010 *= norm10.x; g0110 *= norm10.y; g1010 *= norm10.z; g1110 *= norm10.w; float4 norm11 = taylorInvSqrt(float4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); g0011 *= norm11.x; g0111 *= norm11.y; g1011 *= norm11.z; g1111 *= norm11.w; float n0000 = dot(g0000, Pf0); float n1000 = dot(g1000, float4(Pf1.x, Pf0.yzw)); float n0100 = dot(g0100, float4(Pf0.x, Pf1.y, Pf0.zw)); float n1100 = dot(g1100, float4(Pf1.xy, Pf0.zw)); float n0010 = dot(g0010, float4(Pf0.xy, Pf1.z, Pf0.w)); float n1010 = dot(g1010, float4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); float n0110 = dot(g0110, float4(Pf0.x, Pf1.yz, Pf0.w)); float n1110 = dot(g1110, float4(Pf1.xyz, Pf0.w)); float n0001 = dot(g0001, float4(Pf0.xyz, Pf1.w)); float n1001 = dot(g1001, float4(Pf1.x, Pf0.yz, Pf1.w)); float n0101 = dot(g0101, float4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); float n1101 = dot(g1101, float4(Pf1.xy, Pf0.z, Pf1.w)); float n0011 = dot(g0011, float4(Pf0.xy, Pf1.zw)); float n1011 = dot(g1011, float4(Pf1.x, Pf0.y, Pf1.zw)); float n0111 = dot(g0111, float4(Pf0.x, Pf1.yzw)); float n1111 = dot(g1111, Pf1); float4 fade_xyzw = fade(Pf0); float4 n_0w = lerp(float4(n0000, n1000, n0100, n1100), float4(n0001, n1001, n0101, n1101), fade_xyzw.w); float4 n_1w = lerp(float4(n0010, n1010, n0110, n1110), float4(n0011, n1011, n0111, n1111), fade_xyzw.w); float4 n_zw = lerp(n_0w, n_1w, fade_xyzw.z); float2 n_yzw = lerp(n_zw.xy, n_zw.zw, fade_xyzw.y); float n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x); return 2.2f * n_xyzw; } /// /// Classic Perlin noise, periodic variant /// /// Point on a 4D grid of gradient vectors. /// Period of repetition. /// Noise value. public static float pnoise(float4 P, float4 rep) { float4 Pi0 = fmod(floor(P), rep); // Integer part math.modulo rep float4 Pi1 = fmod(Pi0 + 1.0f, rep); // Integer part + 1 math.mod rep Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float4 Pf0 = frac(P); // Fractional part for interpolation float4 Pf1 = Pf0 - 1.0f; // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.yy, Pi1.yy); float4 iz0 = float4(Pi0.zzzz); float4 iz1 = float4(Pi1.zzzz); float4 iw0 = float4(Pi0.wwww); float4 iw1 = float4(Pi1.wwww); float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 ixy00 = permute(ixy0 + iw0); float4 ixy01 = permute(ixy0 + iw1); float4 ixy10 = permute(ixy1 + iw0); float4 ixy11 = permute(ixy1 + iw1); float4 gx00 = ixy00 * (1.0f / 7.0f); float4 gy00 = floor(gx00) * (1.0f / 7.0f); float4 gz00 = floor(gy00) * (1.0f / 6.0f); gx00 = frac(gx00) - 0.5f; gy00 = frac(gy00) - 0.5f; gz00 = frac(gz00) - 0.5f; float4 gw00 = float4(0.75f) - abs(gx00) - abs(gy00) - abs(gz00); float4 sw00 = step(gw00, float4(0.0f)); gx00 -= sw00 * (step(0.0f, gx00) - 0.5f); gy00 -= sw00 * (step(0.0f, gy00) - 0.5f); float4 gx01 = ixy01 * (1.0f / 7.0f); float4 gy01 = floor(gx01) * (1.0f / 7.0f); float4 gz01 = floor(gy01) * (1.0f / 6.0f); gx01 = frac(gx01) - 0.5f; gy01 = frac(gy01) - 0.5f; gz01 = frac(gz01) - 0.5f; float4 gw01 = float4(0.75f) - abs(gx01) - abs(gy01) - abs(gz01); float4 sw01 = step(gw01, float4(0.0f)); gx01 -= sw01 * (step(0.0f, gx01) - 0.5f); gy01 -= sw01 * (step(0.0f, gy01) - 0.5f); float4 gx10 = ixy10 * (1.0f / 7.0f); float4 gy10 = floor(gx10) * (1.0f / 7.0f); float4 gz10 = floor(gy10) * (1.0f / 6.0f); gx10 = frac(gx10) - 0.5f; gy10 = frac(gy10) - 0.5f; gz10 = frac(gz10) - 0.5f; float4 gw10 = float4(0.75f) - abs(gx10) - abs(gy10) - abs(gz10); float4 sw10 = step(gw10, float4(0.0f)); gx10 -= sw10 * (step(0.0f, gx10) - 0.5f); gy10 -= sw10 * (step(0.0f, gy10) - 0.5f); float4 gx11 = ixy11 * (1.0f / 7.0f); float4 gy11 = floor(gx11) * (1.0f / 7.0f); float4 gz11 = floor(gy11) * (1.0f / 6.0f); gx11 = frac(gx11) - 0.5f; gy11 = frac(gy11) - 0.5f; gz11 = frac(gz11) - 0.5f; float4 gw11 = float4(0.75f) - abs(gx11) - abs(gy11) - abs(gz11); float4 sw11 = step(gw11, float4(0.0f)); gx11 -= sw11 * (step(0.0f, gx11) - 0.5f); gy11 -= sw11 * (step(0.0f, gy11) - 0.5f); float4 g0000 = float4(gx00.x, gy00.x, gz00.x, gw00.x); float4 g1000 = float4(gx00.y, gy00.y, gz00.y, gw00.y); float4 g0100 = float4(gx00.z, gy00.z, gz00.z, gw00.z); float4 g1100 = float4(gx00.w, gy00.w, gz00.w, gw00.w); float4 g0010 = float4(gx10.x, gy10.x, gz10.x, gw10.x); float4 g1010 = float4(gx10.y, gy10.y, gz10.y, gw10.y); float4 g0110 = float4(gx10.z, gy10.z, gz10.z, gw10.z); float4 g1110 = float4(gx10.w, gy10.w, gz10.w, gw10.w); float4 g0001 = float4(gx01.x, gy01.x, gz01.x, gw01.x); float4 g1001 = float4(gx01.y, gy01.y, gz01.y, gw01.y); float4 g0101 = float4(gx01.z, gy01.z, gz01.z, gw01.z); float4 g1101 = float4(gx01.w, gy01.w, gz01.w, gw01.w); float4 g0011 = float4(gx11.x, gy11.x, gz11.x, gw11.x); float4 g1011 = float4(gx11.y, gy11.y, gz11.y, gw11.y); float4 g0111 = float4(gx11.z, gy11.z, gz11.z, gw11.z); float4 g1111 = float4(gx11.w, gy11.w, gz11.w, gw11.w); float4 norm00 = taylorInvSqrt(float4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); g0000 *= norm00.x; g0100 *= norm00.y; g1000 *= norm00.z; g1100 *= norm00.w; float4 norm01 = taylorInvSqrt(float4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); g0001 *= norm01.x; g0101 *= norm01.y; g1001 *= norm01.z; g1101 *= norm01.w; float4 norm10 = taylorInvSqrt(float4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); g0010 *= norm10.x; g0110 *= norm10.y; g1010 *= norm10.z; g1110 *= norm10.w; float4 norm11 = taylorInvSqrt(float4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); g0011 *= norm11.x; g0111 *= norm11.y; g1011 *= norm11.z; g1111 *= norm11.w; float n0000 = dot(g0000, Pf0); float n1000 = dot(g1000, float4(Pf1.x, Pf0.yzw)); float n0100 = dot(g0100, float4(Pf0.x, Pf1.y, Pf0.zw)); float n1100 = dot(g1100, float4(Pf1.xy, Pf0.zw)); float n0010 = dot(g0010, float4(Pf0.xy, Pf1.z, Pf0.w)); float n1010 = dot(g1010, float4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); float n0110 = dot(g0110, float4(Pf0.x, Pf1.yz, Pf0.w)); float n1110 = dot(g1110, float4(Pf1.xyz, Pf0.w)); float n0001 = dot(g0001, float4(Pf0.xyz, Pf1.w)); float n1001 = dot(g1001, float4(Pf1.x, Pf0.yz, Pf1.w)); float n0101 = dot(g0101, float4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); float n1101 = dot(g1101, float4(Pf1.xy, Pf0.z, Pf1.w)); float n0011 = dot(g0011, float4(Pf0.xy, Pf1.zw)); float n1011 = dot(g1011, float4(Pf1.x, Pf0.y, Pf1.zw)); float n0111 = dot(g0111, float4(Pf0.x, Pf1.yzw)); float n1111 = dot(g1111, Pf1); float4 fade_xyzw = fade(Pf0); float4 n_0w = lerp(float4(n0000, n1000, n0100, n1100), float4(n0001, n1001, n0101, n1101), fade_xyzw.w); float4 n_1w = lerp(float4(n0010, n1010, n0110, n1110), float4(n0011, n1011, n0111, n1111), fade_xyzw.w); float4 n_zw = lerp(n_0w, n_1w, fade_xyzw.z); float2 n_yzw = lerp(n_zw.xy, n_zw.zw, fade_xyzw.y); float n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x); return 2.2f * n_xyzw; } } }