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@absulit/points

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A Generative Art library made in WebGPU

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/** * original: Author : Stefan Gustavson (stefan.gustavson@liu.se)<br> * https://github.com/ashima/webgl-noise/blob/master/src/classicnoise2D.glsl<br> *<br> * These are wgsl functions, not js functions. * The function is enclosed in a js string constant, * to be appended into the code to reference it in the string shader. * @module points/classicnoise2d */ const auxiliars = /*wgsl*/` fn mod289(x:vec4f) -> vec4f { return x - floor(x * (1.0 / 289.0)) * 289.0; } fn permute(x:vec4f) -> vec4f { return mod289(((x*34.0)+10.0)*x); } fn taylorInvSqrt(r:vec4f) -> vec4f { return 1.79284291400159 - 0.85373472095314 * r; } fn fade(t:vec2f) -> vec2f { return t*t*t*(t*(t*6.0-15.0)+10.0); } `; /** * Classic Perlin Noise * @type {String} * @param {vec2f} P point * @return `f32` * * @example * // js * import { cnoise } from 'points/classicnoise2d'; * * // wgsl string * ${cnoise} * let value = cnoise(uvr); */ export const cnoise = /*wgsl*/` ${auxiliars} // Classic Perlin noise fn cnoise(P:vec2f) ->f32 { var Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); let Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation let ix = Pi.xzxz; let iy = Pi.yyww; let fx = Pf.xzxz; let fy = Pf.yyww; let i = permute(permute(ix) + iy); var gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; let gy = abs(gx) - 0.5 ; let tx = floor(gx + 0.5); gx = gx - tx; var g00 = vec2(gx.x,gy.x); var g10 = vec2(gx.y,gy.y); var g01 = vec2(gx.z,gy.z); var g11 = vec2(gx.w,gy.w); var norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; let n00 = dot(g00, vec2(fx.x, fy.x)); let n10 = dot(g10, vec2(fx.y, fy.y)); let n01 = dot(g01, vec2(fx.z, fy.z)); let n11 = dot(g11, vec2(fx.w, fy.w)); let fade_xy = fade(Pf.xy); let n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); let n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } `; /** * Classic Perlin Noise, periodic variant * @type {String} * @param {vec2f} P point * @param {vec2f} rep point * @return `f32` * * @example * // js * import { pnoise } from 'points/classicnoise2d'; * * // wgsl string * ${pnoise} * let value = pnoise(uvr); */ export const pnoise = /*wgsl*/` ${auxiliars} // Classic Perlin noise, periodic variant fn pnoise(P:vec2f, rep:vec2f) -> f32 { var Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); let Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = Pi % rep.xyxy; // To create noise with explicit period Pi = mod289(Pi); // To avoid truncation effects in permutation let ix = Pi.xzxz; let iy = Pi.yyww; let fx = Pf.xzxz; let fy = Pf.yyww; let i = permute(permute(ix) + iy); var gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; let gy = abs(gx) - 0.5 ; let tx = floor(gx + 0.5); gx = gx - tx; var g00 = vec2(gx.x,gy.x); var g10 = vec2(gx.y,gy.y); var g01 = vec2(gx.z,gy.z); var g11 = vec2(gx.w,gy.w); let norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; let n00 = dot(g00, vec2(fx.x, fy.x)); let n10 = dot(g10, vec2(fx.y, fy.y)); let n01 = dot(g01, vec2(fx.z, fy.z)); let n11 = dot(g11, vec2(fx.w, fy.w)); let fade_xy = fade(Pf.xy); let n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); let n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } `;