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@komietty
Created December 19, 2018 05:54
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#ifndef NOISE4D_INCLUDED
#define NOISE4D_INCLUDED
float4 mod289(float4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float mod289(float x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 permute(float4 x) {
return mod289(((x*34.0) + 1.0)*x);
}
float permute(float x) {
return mod289(((x*34.0) + 1.0)*x);
}
float4 taylorInvSqrt(float4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float taylorInvSqrt(float r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
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((j).xxx * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = float4(p < 0.0);
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451
float snoise(float4 v)
{
const float4 C = float4(0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4
// First corner
float4 i = floor(v + dot(v, (F4).xxxx));
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.xxxx
// x1 = x0 - i1 + 1.0 * C.xxxx
// x2 = x0 - i2 + 2.0 * C.xxxx
// x3 = x0 - i3 + 3.0 * C.xxxx
// x4 = x0 - 1.0 + 4.0 * C.xxxx
float4 x1 = x0 - i1 + C.xxxx;
float4 x2 = x0 - i2 + C.yyyy;
float4 x3 = x0 - i3 + C.zzzz;
float4 x4 = x0 + C.wwww;
// Permutations
i = mod289(i);
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: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 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));
// Mix 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))));
}
float3 snoise3D(float4 x)
{
float s = snoise(x);
float s1 = snoise(float4(x.y - 19.1, x.z + 33.4, x.x + 47.2, x.w));
float s2 = snoise(float4(x.z + 74.2, x.x - 124.5, x.y + 99.4, x.w));
float3 c = float3(s, s1, s2);
return c;
}
float3 curlNoise(float4 p) {
const float e = 0.0009765625;
float4 dx = float4(e, 0.0, 0.0, 0.0);
float4 dy = float4(0.0, e, 0.0, 0.0);
float4 dz = float4(0.0, 0.0, e, 0.0);
float3 p_x0 = snoise3D(p - dx);
float3 p_x1 = snoise3D(p + dx);
float3 p_y0 = snoise3D(p - dy);
float3 p_y1 = snoise3D(p + dy);
float3 p_z0 = snoise3D(p - dz);
float3 p_z1 = snoise3D(p + dz);
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;
const float divisor = 1.0 / (2.0 * e);
return normalize(float3(x, y, z) * divisor);
}
#endif
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