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@otanodesignco
Created October 1, 2024 04:14
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simple noise ported from unity to glsl
float random(vec2 n) {
return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float interpolate( float a, float b, float t )
{
return ( 1.0 - t ) * a + ( t * b );
}
float valueNoise( vec2 uv )
{
vec2 i = floor( uv );
vec2 f = fract( uv );
f = f * f * ( 3.0 - 2.0 * f );
uv = abs( fract( uv ) - 0.5 );
vec2 c0 = i + vec2(0.0, 0.0);
vec2 c1 = i + vec2(1.0, 0.0);
vec2 c2 = i + vec2(0.0, 1.0);
vec2 c3 = i + vec2(1.0, 1.0);
float r0 = random(c0);
float r1 = random(c1);
float r2 = random(c2);
float r3 = random(c3);
float bottomOfGrid = interpolate(r0, r1, f.x);
float topOfGrid = interpolate(r2, r3, f.x);
float t = interpolate(bottomOfGrid, topOfGrid, f.y);
return t;
}
float simpleNoise( vec2 UV, float Scale )
{
float t = 0.0;
float freq = pow(2.0, float(0));
float amp = pow(0.5, float(3-0));
t += valueNoise(vec2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += valueNoise(vec2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += valueNoise(vec2(UV.x * Scale / freq, UV.y * Scale / freq ) ) * amp;
return t;
}
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