float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
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http://jsperf.com/array-cloning-2 : concat vs slide(0) | |
http://jsperf.com/proxy-or-not : proxy vs function ref copy | |
http://jsperf.com/for-vs-array-foreach/11 : iterating an array | |
http://jsperf.com/named-vs-unnamed-function : Named vs unnamed function (and method) |
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"use strict"; | |
var multipliers = { | |
k: Math.pow(1024, 1), | |
m: Math.pow(1024, 2), | |
g: Math.pow(1024, 3), | |
t: Math.pow(1024, 4) | |
}; | |
var regex = /([0-9]+[.,]?[0-9]*) *([kmgt]?)/ig; |
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//////////////////////////////////////////////////////////////// | |
// | |
// HG_SDF | |
// | |
// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS | |
// | |
// version 2015-12-15 (initial release) | |
// | |
// Check http://mercury.sexy/hg_sdf for updates | |
// and usage examples. Send feedback to [email protected]. |
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//////////////////////////////////////////////////////////////// | |
// | |
// HG_SDF | |
// | |
// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS | |
// | |
// version 2015-12-15 (initial release) | |
// | |
// Check http://mercury.sexy/hg_sdf for updates | |
// and usage examples. Send feedback to [email protected]. |
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struct CARule { | |
int type; | |
int iterations; | |
int bufferLength; | |
bool[9] birthValues; | |
bool[9] survivalValues; | |
}; | |
ivec2 pTGetSize(sampler2D pT) { |
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# original : https://www.shadertoy.com/view/Xd33WS | |
int getNeighbourhoodMoore1 (vec2 relativePos) { | |
int u = 0; | |
u+=int(texture2D(iChannel0,(relativePos+vec2(-1.0,-1.0))/iResolution.xy).x); | |
u+=int(texture2D(iChannel0,(relativePos+vec2( 0.0,-1.0))/iResolution.xy).x); | |
u+=int(texture2D(iChannel0,(relativePos+vec2( 1.0,-1.0))/iResolution.xy).x); | |
u+=int(texture2D(iChannel0,(relativePos+vec2(-1.0, 0.0))/iResolution.xy).x); | |
u+=int(texture2D(iChannel0,(relativePos+vec2( 1.0, 0.0))/iResolution.xy).x); | |
u+=int(texture2D(iChannel0,(relativePos+vec2(-1.0, 1.0))/iResolution.xy).x); |
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// all code under the DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE Version 2 | |
// all code written by Carl Olsson (surt) | |
// simple moore neighbourhod | |
var neighbourOffsets = [[-1, -1], [0, -1], [+1, -1], [+1, 0], [+1, +1], [0, +1], [-1, +1], [-1, 0]]; | |
// retrieve the colours of all the pixels in moore neighbourhood of the given coordinates | |
function getNeighbours(data, x, y) { | |
var neighbours = new Array(); | |
for(var i = 0; i < 8; i++) { |
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"use strict"; | |
// The SSAO shader itself is taken and adapted from https://threejs.org/examples/webgl_postprocessing_ssao.html | |
// courtesy of alteredq | |
var ssaoShader = ` | |
// packing stuff, packing is not loaded in basic shader, but is in phong and lambert | |
// this means we can't just blindly load the packing ShaderChunk | |
const float aoUnpackDownscale = 255. / 256.; // 0..1 -> fraction (excluding 1) | |
const vec3 aoPackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. ); |
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{ | |
"indices":[0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91,92,93,94,95,96,97,98,99,100,101,102,103,104,105,106,107,108,109,110,111,112,113,114,115,116,117,118,119,120,121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254,255,256,257,258,259,260,261,262,263,264,265,266,267,268,269,270,271,272,273,274,275,276,277,278,279 |
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