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@absulit/points

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A Generative Art library made in WebGPU

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/** * original: Author : Ian McEwan, Ashima Arts. * https://github.com/ashima/webgl-noise/blob/master/src/noise2D.glsl * * 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/noise2d */ /** * Sinplex Noise function * @type {String} * @param {vec2f} v usually the uv * @returns {f32} * * @example * // js * import { snoise } from 'points/noise2d'; * * // wgsl string * ${snoise} * let value = snoise(uv); */ export const snoise = /*wgsl*/` fn mod289_v3(x: vec3f) -> vec3f { return x - floor(x * (1.0 / 289.0)) * 289.0; } fn mod289_v2(x: vec2f) -> vec2f { return x - floor(x * (1.0 / 289.0)) * 289.0; } fn permute(x: vec3f) -> vec3f { return mod289_v3(((x*34.0)+10.0)*x); } fn snoise(v:vec2f) -> f32 { let C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner var i = floor(v + dot(v, C.yy) ); var x0 = v - i + dot(i, C.xx); // Other corners var i1 = vec2(0.); //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; //i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); if(x0.x > x0.y){ i1 = vec2(1.0, 0.0); }else{ i1 = vec2(0.0, 1.0); } //x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; var x12 = x0.xyxy + C.xxzz; //x12.xy -= i1; x12 = vec4(x12.xy - i1, x12.zw); // ?? fix // Permutations i = mod289_v2(i); // Avoid truncation effects in permutation let p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); var m = max(vec3(0.5) - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), vec3(0.0)); m = m*m ; m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) let x = 2.0 * fract(p * C.www) - 1.0; let h = abs(x) - 0.5; let ox = floor(x + 0.5); let a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P var g = vec3(0.); g.x = a0.x * x0.x + h.x * x0.y; //g.yz = a0.yz * x12.xz + h.yz * x12.yw; g = vec3(g.x,a0.yz * x12.xz + h.yz * x12.yw); return 130.0 * dot(m, g); } `;