Skip to content

Instantly share code, notes, and snippets.

@h3r
Last active October 29, 2024 22:19
Show Gist options
  • Save h3r/3a92295517b2bee8a82c1de1456431dc to your computer and use it in GitHub Desktop.
Save h3r/3a92295517b2bee8a82c1de1456431dc to your computer and use it in GitHub Desktop.
hlsl Noise generator functions
/*
Most of this code hasn't been made by me (maybe partially tweaked to fit) and just collected those snippets from many sources
across the internet. I haven't saved some of the original author names and all the credits
should go to them. I'm pretty some of you may find optimizations to them, feel free to leave a comment.
HPlass ([email protected]) - 2020
Source:
https://thebookofshaders.com/11/
https://thebookofshaders.com/edit.php#11/lava-lamp.frag
http://webstaff.itn.liu.se/~stegu/jgt2012/article.pdf
*/
/* glsl style mod because of missmatch issues: https://forum.unity.com/threads/translating-a-glsl-shader-noise-algorithm-to-hlsl-cg.485750/
mod(1.5, 1) == 0.5 // glsl mod +, + = +
fmod(1.5, 1) == 0.5 // hlsl fmod +, + = +
mod(-1.5, -1) == -0.5 // glsl mod -, - = -
fmod(-1.5, -1) == -0.5 // hlsl fmod -, - = -
mod(-1.5, 1) == 0.5 // glsl mod -, + = +
fmod(-1.5, 1) == -0.5 // hlsl fmod -, + = -
mod(1.5, -1) == -0.5 // glsl mod +, - = -
fmod(1.5, -1) == 0.5 // hlsl fmod +, - = +
// and the real kicker
mod(-1.25, 1) == 0.75
fmod(-1.25, 1) == -0.25
*/
#define mod(x, y) (x - y * floor(x / y))
float lt(float a, float b){ return a<b?1.0:0.0;}
float lessThan(float a, float b){ return lt(a,b); }
float2 lessThan(float2 a, float2 b){ return float2(lt(a.x,b.x),lt(a.y,b.y) );}
float3 lessThan(float3 a, float3 b){ return float3(lt(a.x,b.x),lt(a.y,b.y),lt(a.z,b.z) );}
float4 lessThan(float4 a, float4 b){ return float4(lt(a.x,b.x),lt(a.y,b.y),lt(a.z,b.z),lt(a.w,b.w) );}
//--------------------------------------------------------------------------------------
// Generic 1,2,3 Noise
//--------------------------------------------------------------------------------------
float rand1(float n) { return frac(sin(n) * 43758.5453123); }
float rand2(float2 n) { return frac(sin(dot(n, float2(12.9898, 4.1414))) * 43758.5453); }
//--------------------------------------------------------------------------------------
// NDimensionalRandom
//--------------------------------------------------------------------------------------
float rand4dTo1d(float4 value, float4 dotDir = float4(12.9898, 78.233, 37.719, 17.4265)){
float4 smallValue = sin(value);
float random = dot(smallValue, dotDir);
random = frac(sin(random) * 143758.5453);
return random;
}
//get a scalar random value from a 3d value
float rand3dTo1d(float3 value, float3 dotDir = float3(12.9898, 78.233, 37.719)){
//make value smaller to avoid artefacts
float3 smallValue = sin(value);
//get scalar value from 3d vector
float random = dot(smallValue, dotDir);
//make value more random by making it bigger and then taking the factional part
random = frac(sin(random) * 143758.5453);
return random;
}
float rand2dTo1d(float2 value, float2 dotDir = float2(12.9898, 78.233)){
float2 smallValue = sin(value);
float random = dot(smallValue, dotDir);
random = frac(sin(random) * 143758.5453);
return random;
}
float rand1dTo1d(float3 value, float mutator = 0.546){
float random = frac(sin(value + mutator) * 143758.5453);
return random;
}
//to 2d functions
float2 rand3dTo2d(float3 value){
return float2(
rand3dTo1d(value, float3(12.989, 78.233, 37.719)),
rand3dTo1d(value, float3(39.346, 11.135, 83.155))
);
}
float2 rand2dTo2d(float2 value){
return float2(
rand2dTo1d(value, float2(12.989, 78.233)),
rand2dTo1d(value, float2(39.346, 11.135))
);
}
float2 rand1dTo2d(float value){
return float2(
rand2dTo1d(value, 3.9812),
rand2dTo1d(value, 7.1536)
);
}
//to 3d functions
float3 rand3dTo3d(float3 value){
return float3(
rand3dTo1d(value, float3(12.989, 78.233, 37.719)),
rand3dTo1d(value, float3(39.346, 11.135, 83.155)),
rand3dTo1d(value, float3(73.156, 52.235, 09.151))
);
}
float3 rand2dTo3d(float2 value){
return float3(
rand2dTo1d(value, float2(12.989, 78.233)),
rand2dTo1d(value, float2(39.346, 11.135)),
rand2dTo1d(value, float2(73.156, 52.235))
);
}
float3 rand1dTo3d(float value){
return float3(
rand1dTo1d(value, 3.9812),
rand1dTo1d(value, 7.1536),
rand1dTo1d(value, 5.7241)
);
}
// to 4d // TEMP
float4 rand4dTo4d(float4 value){
return float4(
rand4dTo1d(value, float4(12.989, 78.233, 37.719, -12.15)),
rand4dTo1d(value, float4(39.346, 11.135, 83.155, -11.44)),
rand4dTo1d(value, float4(73.156, 52.235, 09.151, 62.463)),
rand4dTo1d(value, float4(-12.15, 12.235, 41.151, -1.135))
);
}
float gnoise(float p){
float fl = floor(p);
float fc = frac(p);
return lerp(rand1(fl), rand1(fl + 1.0), fc);
}
float gnoise(float2 n) {
const float2 d = float2(0.0, 1.0);
float2 b = floor(n),
f = smoothstep(d.xx, d.yy, frac(n));
//float2 f = frac(n);
//f = f*f*(3.0-2.0*f);
float x = lerp(rand2(b), rand2(b + d.yx), f.x),
y = lerp(rand2(b + d.xy), rand2(b + d.yy), f.x);
return lerp( x, y, f.y );
}
float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0;}
float4 mod289(float4 x){ return x - floor(x * (1.0 / 289.0)) * 289.0;}
float4 perm(float4 x) { return mod289(((x * 34.0) + 1.0) * x);}
float gnoise(float3 p){
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
// <https://www.shadertoy.com/view/4dS3Wd>
// By Morgan McGuire @morgan3d, http://graphicscodex.com
//
float hash(float n) { return frac(sin(n) * 1e4); }
float hash(float2 p) { return frac(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(float x) {
float i = floor(x);
float f = frac(x);
float u = f * f * (3.0 - 2.0 * f);
return lerp(hash(i), hash(i + 1.0), u);
}
float noise(float2 x) {
float2 i = floor(x);
float2 f = frac(x);
// Four corners in 2D of a tile
float a = hash(i);
float b = hash(i + float2(1.0, 0.0));
float c = hash(i + float2(0.0, 1.0));
float d = hash(i + float2(1.0, 1.0));
// Simple 2D lerp using smoothstep envelope between the values.
// return float3(lerp(lerp(a, b, smoothstep(0.0, 1.0, f.x)),
// lerp(c, d, smoothstep(0.0, 1.0, f.x)),
// smoothstep(0.0, 1.0, f.y)));
// Same code, with the clamps in smoothstep and common subexpressions
// optimized away.
float2 u = f * f * (3.0 - 2.0 * f);
return lerp(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
// This one has non-ideal tiling properties that I'm still tuning
float noise(float3 x) {
const float3 step = float3(110, 241, 171);
float3 i = floor(x);
float3 f = frac(x);
// For performance, compute the base input to a 1D hash from the integer part of the argument and the
// incremental change to the 1D based on the 3D -> 1D wrapping
float n = dot(i, step);
float3 u = f * f * (3.0 - 2.0 * f);
return lerp(lerp(lerp( hash(n + dot(step, float3(0, 0, 0))), hash(n + dot(step, float3(1, 0, 0))), u.x),
lerp( hash(n + dot(step, float3(0, 1, 0))), hash(n + dot(step, float3(1, 1, 0))), u.x), u.y),
lerp(lerp( hash(n + dot(step, float3(0, 0, 1))), hash(n + dot(step, float3(1, 0, 1))), u.x),
lerp( hash(n + dot(step, float3(0, 1, 1))), hash(n + dot(step, float3(1, 1, 1))), u.x), u.y), u.z);
}
//--------------------------------------------------------------------------------------
// Simplex Noise https://en.wikipedia.org/wiki/Simplex_noise
//--------------------------------------------------------------------------------------
// Simplex 2D noise
//
float permute(float x) { return floor(mod(((x*34.0)+1.0)*x, 289.0)); }
float3 permute(float3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float4 permute(float4 x){ return mod(((x*34.0)+1.0)*x, 289.0); }
float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;}
float4 taylorInvSqrt(float4 r){ return float4( taylorInvSqrt(r.x), taylorInvSqrt(r.y), taylorInvSqrt(r.z), taylorInvSqrt(r.w) ); }
float snoise(float2 v){
const float4 C = float4(0.211324865405187, 0.366025403784439,-0.577350269189626, 0.024390243902439);
float2 i = floor(v + dot(v, C.yy) );
float2 x0 = v - i + dot(i, C.xx);
float2 i1;
i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0);
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
float3 p = permute( permute( i.y + float3(0.0, i1.y, 1.0 )) + i.x + float3(0.0, i1.x, 1.0 ));
float3 m = max(0.5 - float3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;
float3 x = 2.0 * frac(p * C.www) - 1.0;
float3 h = abs(x) - 0.5;
float3 ox = floor(x + 0.5);
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
// Simplex 3D Noise
// by Ian McEwan, Ashima Arts
//
float snoise(float3 v){
const float2 C = float2(1.0/6.0, 1.0/3.0) ;
const float4 D = float4(0.0, 0.5, 1.0, 2.0);
// First corner
float3 i = floor(v + dot(v, C.yyy) );
float3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0 - g;
float3 i1 = min( g.xyz, l.zxy );
float3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0. + 0.0 * C
float3 x1 = x0 - i1 + 1.0 * C.xxx;
float3 x2 = x0 - i2 + 2.0 * C.xxx;
float3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, 289.0 );
float4 p = permute( permute( permute(
i.z + float4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + float4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + float4(0.0, i1.x, i2.x, 1.0 ));
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0/7.0; // N=7
float3 ns = n_ * D.wyz - D.xzx;
float4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
float4 x_ = floor(j * ns.z);
float4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
float4 x = x_ *ns.x + ns.yyyy;
float4 y = y_ *ns.x + ns.yyyy;
float4 h = 1.0 - abs(x) - abs(y);
float4 b0 = float4( x.xy, y.xy );
float4 b1 = float4( x.zw, y.zw );
float4 s0 = floor(b0)*2.0 + 1.0;
float4 s1 = floor(b1)*2.0 + 1.0;
float4 sh = -step(h, float4(0,0,0,0));
float4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
float4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
float3 p0 = float3(a0.xy,h.x);
float3 p1 = float3(a0.zw,h.y);
float3 p2 = float3(a1.xy,h.z);
float3 p3 = float3(a1.zw,h.w);
//Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// lerp final noise value
float4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, float4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
// Simplex 4D Noise
// by Ian McEwan, Ashima Arts
//
float4 grad4(float j, float4 ip){
const float4 ones = float4(1.0, 1.0, 1.0, -1.0);
float4 p,s;
p.xyz = floor( frac(float3(j,j,j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = float4(lessThan(p, float4(0,0,0,0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
float snoise(float4 v){
const float2 C = float2( 0.138196601125010504, // (5 - sqrt(5))/20 G4
0.309016994374947451); // (sqrt(5) - 1)/4 F4
// First corner
float4 i = floor(v + dot(v, C.yyyy) );
float4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
float4 i0;
float3 isX = step( x0.yzw, x0.xxx );
float3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, float3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, float2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
float4 i3 = clamp( i0, 0.0, 1.0 );
float4 i2 = clamp( i0-1.0, 0.0, 1.0 );
float4 i1 = clamp( i0-2.0, 0.0, 1.0 );
// x0 = x0 - 0.0 + 0.0 * C
float4 x1 = x0 - i1 + 1.0 * C.xxxx;
float4 x2 = x0 - i2 + 2.0 * C.xxxx;
float4 x3 = x0 - i3 + 3.0 * C.xxxx;
float4 x4 = x0 - 1.0 + 4.0 * C.xxxx;
// Permutations
i = mod(i, 289.0);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
float4 j1 = permute( permute( permute( permute (
i.w + float4(i1.w, i2.w, i3.w, 1.0 ))
+ i.z + float4(i1.z, i2.z, i3.z, 1.0 ))
+ i.y + float4(i1.y, i2.y, i3.y, 1.0 ))
+ i.x + float4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
float4 ip = float4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
float4 p0 = grad4(j0, ip);
float4 p1 = grad4(j1.x, ip);
float4 p2 = grad4(j1.y, ip);
float4 p3 = grad4(j1.z, ip);
float4 p4 = grad4(j1.w, ip);
// Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= taylorInvSqrt(dot(p4,p4));
// lerp contributions from the five corners
float3 m0 = max(0.6 - float3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
float2 m1 = max(0.6 - float2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot(m0*m0, float3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, float2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}
// <www.shadertoy.com/view/XsX3zB>
// by Nikita Miropolskiy
/* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */
float3 rand3(float3 c) {
float j = 4096.0*sin(dot(c,float3(17.0, 59.4, 15.0)));
float3 r;
r.z = frac(512.0*j);
j *= .125;
r.x = frac(512.0*j);
j *= .125;
r.y = frac(512.0*j);
return r-0.5;
}
float _snoise(float3 p) {
const float F3 = 0.3333333;
const float G3 = 0.1666667;
float3 s = floor(p + dot(p, float3(F3,F3,F3)));
float3 x = p - s + dot(s, float3(G3,G3,G3));
float3 e = step(float3(0.0, 0.0, 0.0), x - x.yzx);
float3 i1 = e*(1.0 - e.zxy);
float3 i2 = 1.0 - e.zxy*(1.0 - e);
float3 x1 = x - i1 + G3;
float3 x2 = x - i2 + 2.0*G3;
float3 x3 = x - 1.0 + 3.0*G3;
float4 w, d;
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
w = max(0.6 - w, 0.0);
d.x = dot(rand3(s), x);
d.y = dot(rand3(s + i1), x1);
d.z = dot(rand3(s + i2), x2);
d.w = dot(rand3(s + 1.0), x3);
w *= w;
w *= w;
d *= w;
return dot(d, float4(52.0,52.0,52.0,52.0));
}
float snoisefracal(float3 m) {
return 0.5333333* _snoise(m)
+0.2666667* _snoise(2.0*m)
+0.1333333* _snoise(4.0*m)
+0.0666667* _snoise(8.0*m);
}
//--------------------------------------------------------------------------------------
// NormalMap Noise
//--------------------------------------------------------------------------------------
float3 normalNoise(float2 _st, float _zoom, float _speed){
float time = GlobalWorldTime;
float2 v1 = _st;
float2 v2 = _st;
float2 v3 = _st;
float expon = pow(10.0, _zoom*2.0);
v1 /= 1.0*expon;
v2 /= 0.62*expon;
v3 /= 0.83*expon;
float n = time*_speed;
float nr = (snoise(float3(v1, n)) + snoise(float3(v2, n)) + snoise(float3(v3, n))) / 6.0 + 0.5;
n = time * _speed + 1000.0;
float ng = (snoise(float3(v1, n)) + snoise(float3(v2, n)) + snoise(float3(v3, n))) / 6.0 + 0.5;
return float3(nr,ng,0.5);
}
//--------------------------------------------------------------------------------------
// fracional Brownian motion https://en.wikipedia.org/wiki/fracional_Brownian_motion
//--------------------------------------------------------------------------------------
// <https://www.shadertoy.com/view/Xd23Dh>
// by inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm>
//
float3 hash3( float2 p ){
float3 q = float3( dot(p,float2(127.1,311.7)),
dot(p,float2(269.5,183.3)),
dot(p,float2(419.2,371.9)) );
return frac(sin(q)*43758.5453);
}
float iqnoise( in float2 x, float u, float v ){
float2 p = floor(x);
float2 f = frac(x);
float k = 1.0+63.0*pow(1.0-v,4.0);
float va = 0.0;
float wt = 0.0;
for( int j=-2; j<=2; j++ )
for( int i=-2; i<=2; i++ )
{
float2 g = float2( float(i),float(j) );
float3 o = hash3( p + g )*float3(u,u,1.0);
float2 r = g - f + o.xy;
float d = dot(r,r);
float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k );
va += o.z*ww;
wt += ww;
}
return va/wt;
}
// https://www.shadertoy.com/view/lsjGWD
// by Pietro De Nicola
//
#define OCTAVES 1 // 7
#define SWITCH_TIME 60.0 // seconds
/*
const float t = time/SWITCH_TIME;
const float function = mod(t,4.0);
const bool multiply_by_F1 = mod(t,8.0) >= 4.0;
const bool inverse = mod(t,16.0) >= 8.0;
const float distance_type = mod(t/16.0,4.0);
*/
float2 hash2( float2 p ){
p = float2( dot(p,float2(127.1,311.7)),dot(p,float2(269.5,183.3)));
return frac(sin(p)*43758.5453);
}
float voronoi( in float2 x ){
const float t = GlobalWorldTime/SWITCH_TIME;
const float function = mod(t,4.0);
const bool multiply_by_F1 = mod(t,8.0) >= 4.0;
const bool inverse = mod(t,16.0) >= 8.0;
const float distance_type = mod(t/16.0,4.0);
float2 n = floor( x );
float2 f = frac( x );
float F1 = 8.0;
float F2 = 8.0;
for( int j=-1; j<=1; j++ )
for( int i=-1; i<=1; i++ ){
float2 g = float2(i,j);
float2 o = hash2( n + g );
o = 0.5 + 0.41*sin( GlobalWorldTime + 6.2831*o );
float2 r = g - f + o;
float d = distance_type < 1.0 ? dot(r,r) : // euclidean^2
distance_type < 2.0 ? sqrt(dot(r,r)) : // euclidean
distance_type < 3.0 ? abs(r.x) + abs(r.y) : // manhattan
distance_type < 4.0 ? max(abs(r.x), abs(r.y)) : // chebyshev
0.0;
if( d<F1 ) {
F2 = F1;
F1 = d;
} else if( d<F2 ) {
F2 = d;
}
}
float c = function < 1.0 ? F1 :
function < 2.0 ? F2 :
function < 3.0 ? F2-F1 :
function < 4.0 ? (F1+F2)/2.0 :
0.0;
if( multiply_by_F1 ) c *= F1;
if( inverse ) c = 1.0 - c;
return c;
}
float vfbm( in float2 p ){
float s = 0.0;
float m = 0.0;
float a = 0.5;
for( int i=0; i<OCTAVES; i++ ){
s += a * voronoi(p);
m += a;
a *= 0.5;
p *= 2.0;
}
return s/m;
}
// Use:
// float2 p = gl_FragCoord.xy/iResolution.xx;
// float c = POWER*vfbm( SCALE*p ) + BIAS;
//--------------------------------------------------------------------------------------
// NormalMap Noise
//--------------------------------------------------------------------------------------
#define NUM_OCTAVES 5
float fbm(float x) {
float v = 0.0;
float a = 0.5;
float shift = float(100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
float fbm(float2 x) {
float v = 0.0;
float a = 0.5;
float2 shift = float2(100,100);
// Rotate to reduce axial bias
//float2x2 rot = float2x2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
float2x2 rot = { cos(0.5), sin(0.5), -sin(0.5), cos(0.50) };
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = mul(rot, x) * 2.0 + shift;
//0 no translation, 1 translation
a *= 0.5;
}
return v;
}
float fbm(float3 x) {
float v = 0.0;
float a = 0.5;
float3 shift = float3(100, 100, 100);
for (int i = 0; i < NUM_OCTAVES; ++i) {
v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
float fbm(float4 v){float w=0.,d=.5;float4 y=float4(100,100,100,100);for(int x=0;x<NUM_OCTAVES;++x)w+=d*snoise(v),v=v*2.+y,d*=.5;return w;}
// <https://www.shadertoy.com/view/MdX3Rr>
// by inigo quilez
//
float fbm2( in float2 p ){
const float2x2 m2 = {0.8,-0.6,0.6,0.8};
float f = 0.0;
f += 0.5000*noise( p ); p = mul(m2,p) * 2.02;
f += 0.2500*noise( p ); p = mul(m2,p) * 2.03;
f += 0.1250*noise( p ); p = mul(m2,p) * 2.01;
f += 0.0625*noise( p );
return f/0.9375;
}
@bendzz
Copy link

bendzz commented Jun 6, 2021

Hey just FYI I found this on google and tried including it in a unity shader, but got this error:

undeclared identifier 'rand' at kernel generateTerrain at Noise.cginc(176) (on d3d11)

(Actually line 142 here). So the rand() functions are undefined for me.

@h3r
Copy link
Author

h3r commented Jun 8, 2021

Hey just FYI I found this on google and tried including it in a unity shader, but got this error:

undeclared identifier 'rand' at kernel generateTerrain at Noise.cginc(176) (on d3d11)

(Actually line 142 here). So the rand() functions are undefined for me.

Seems a typo bug, you got the function rand1 above, that should work, i'll edit or create an alias for it

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment