146 lines
4.6 KiB
GLSL
146 lines
4.6 KiB
GLSL
#ifndef UTILS_GLSL
|
|
#define UTILS_GLSL
|
|
const float PI = 3.1415926536;
|
|
|
|
// MurMurHash 3 finalizer. Implementation is in public domain.
|
|
uint hash( uint h )
|
|
{
|
|
h ^= h >> 16;
|
|
h *= 0x85ebca6bU;
|
|
h ^= h >> 13;
|
|
h *= 0xc2b2ae35U;
|
|
h ^= h >> 16;
|
|
return h;
|
|
}
|
|
|
|
// Random function using the idea of StackOverflow user "Spatial" https://stackoverflow.com/a/17479300
|
|
// Creates random 23 bits and puts them into the fraction bits of an 32-bit float.
|
|
float random( uvec3 h )
|
|
{
|
|
uint m = hash(h.x ^ hash( h.y ) ^ hash( h.z ));
|
|
return uintBitsToFloat( ( m & 0x007FFFFFu ) | 0x3f800000u ) - 1.;
|
|
}
|
|
|
|
float random( vec3 v )
|
|
{
|
|
return random(floatBitsToUint( v ));
|
|
}
|
|
|
|
float rand(vec2 co) {
|
|
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
|
|
}
|
|
|
|
// Classic Perlin 3D Noise
|
|
// by Stefan Gustavson
|
|
//
|
|
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
|
|
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
|
|
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
|
|
|
|
float cnoise(vec3 P){
|
|
vec3 Pi0 = floor(P); // Integer part for indexing
|
|
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
|
|
Pi0 = mod(Pi0, 289.0);
|
|
Pi1 = mod(Pi1, 289.0);
|
|
vec3 Pf0 = fract(P); // Fractional part for interpolation
|
|
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
|
|
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
|
|
vec4 iy = vec4(Pi0.yy, Pi1.yy);
|
|
vec4 iz0 = Pi0.zzzz;
|
|
vec4 iz1 = Pi1.zzzz;
|
|
|
|
vec4 ixy = permute(permute(ix) + iy);
|
|
vec4 ixy0 = permute(ixy + iz0);
|
|
vec4 ixy1 = permute(ixy + iz1);
|
|
|
|
vec4 gx0 = ixy0 / 7.0;
|
|
vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5;
|
|
gx0 = fract(gx0);
|
|
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
|
|
vec4 sz0 = step(gz0, vec4(0.0));
|
|
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
|
|
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
|
|
|
|
vec4 gx1 = ixy1 / 7.0;
|
|
vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5;
|
|
gx1 = fract(gx1);
|
|
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
|
|
vec4 sz1 = step(gz1, vec4(0.0));
|
|
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
|
|
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
|
|
|
|
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
|
|
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
|
|
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
|
|
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
|
|
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
|
|
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
|
|
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
|
|
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
|
|
|
|
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
|
|
g000 *= norm0.x;
|
|
g010 *= norm0.y;
|
|
g100 *= norm0.z;
|
|
g110 *= norm0.w;
|
|
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
|
|
g001 *= norm1.x;
|
|
g011 *= norm1.y;
|
|
g101 *= norm1.z;
|
|
g111 *= norm1.w;
|
|
|
|
float n000 = dot(g000, Pf0);
|
|
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
|
|
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
|
|
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
|
|
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
|
|
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
|
|
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
|
|
float n111 = dot(g111, Pf1);
|
|
|
|
vec3 fade_xyz = fade(Pf0);
|
|
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
|
|
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
|
|
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
|
|
return 2.2 * n_xyz;
|
|
}
|
|
|
|
vec2 random2(vec2 p) {
|
|
return fract(sin(vec2(dot(p, vec2(127.1, 311.7)),
|
|
dot(p, vec2(269.5, 183.3)))) * 43758.5453);
|
|
}
|
|
|
|
float cellNoise(vec2 p) {
|
|
float K = 1.0/7.0; // Scale
|
|
float K2 = K/2.0; // Half scale
|
|
vec2 i = floor(p*K);
|
|
vec2 f = fract(p*K);
|
|
float minDist = 1.0; // Initialize minimum distance with a high value
|
|
|
|
for(int y=-1; y<=1; y++) {
|
|
for(int x=-1; x<=1; x++) {
|
|
vec2 neighbor = vec2(float(x), float(y));
|
|
vec2 point = random2(i + neighbor);
|
|
vec2 diff = neighbor + point - f;
|
|
float dist = length(diff);
|
|
minDist = min(minDist, dist);
|
|
}
|
|
}
|
|
return minDist/K2;
|
|
}
|
|
vec3 rgb2hsv(vec3 c) {
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 1.0e-10;
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
vec3 hsv2rgb(vec3 c) {
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
#endif |