@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
18 lines • 1.57 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
const name = "noisePixelShader";
const shader = `uniform brightness: f32;uniform persistence: f32;uniform timeScale: f32;varying vUV: vec2f;fn hash22(input: vec2f)->vec2f {var p=vec2f(dot(input,vec2f(127.1,311.7)),dot(input,vec2f(269.5,183.3)));p=-vec2f(1.0)+2.0*fract(sin(p)*43758.5453123);return sin(p*6.283+uniforms.timeScale);}
fn interpolationNoise(p: vec2f)->f32 {let pi=floor(p);let pf=p-pi;let w=pf*pf*(vec2f(3.0)-2.0*pf);let f00=dot(hash22(pi+vec2f(0.0,0.0)),pf-vec2f(0.0,0.0));let f01=dot(hash22(pi+vec2f(0.0,1.0)),pf-vec2f(0.0,1.0));let f10=dot(hash22(pi+vec2f(1.0,0.0)),pf-vec2f(1.0,0.0));let f11=dot(hash22(pi+vec2f(1.0,1.0)),pf-vec2f(1.0,1.0));let xm1=mix(f00,f10,w.x);let xm2=mix(f01,f11,w.x);return mix(xm1,xm2,w.y);}
fn perlinNoise2D(x: f32,y: f32)->f32 {var sum=0.0;var frequency=0.0;var amplitude=0.0;for (var i=0; i<OCTAVES; i++) {frequency=pow(2.0,f32(i));amplitude=pow(uniforms.persistence,f32(i));sum=sum+interpolationNoise(vec2f(x*frequency,y*frequency))*amplitude;}
return sum;}
#define CUSTOM_FRAGMENT_DEFINITIONS
@fragment
fn main(input: FragmentInputs)->FragmentOutputs {let x=abs(input.vUV.x);let y=abs(input.vUV.y);let noise=uniforms.brightness+(1.0-uniforms.brightness)*perlinNoise2D(x,y);fragmentOutputs.color=vec4f(noise,noise,noise,1.0);}
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const noisePixelShaderWGSL = { name, shader };
//# sourceMappingURL=noise.fragment.js.map