Created
March 13, 2013 23:47
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GLSL noise
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float snoise(vec3 uv, float res) // by trisomie21 | |
{ | |
const vec3 s = vec3(1e0, 1e2, 1e4); | |
uv *= res; | |
vec3 uv0 = floor(mod(uv, res))*s; | |
vec3 uv1 = floor(mod(uv+vec3(1.), res))*s; | |
vec3 f = fract(uv); f = f*f*(3.0-2.0*f); | |
vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z, | |
uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z); | |
vec4 r = fract(sin(v*1e-3)*1e5); | |
float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); | |
r = fract(sin((v + uv1.z - uv0.z)*1e-3)*1e5); | |
float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); | |
return mix(r0, r1, f.z)*2.-1.; | |
} |
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