UNPKG

glsl-noise-template-string

Version:

Use popular noise functions within glsl written in JS/TS Template-Strings

14 lines (13 loc) 7.94 kB
"use strict"; var __makeTemplateObject = (this && this.__makeTemplateObject) || function (cooked, raw) { if (Object.defineProperty) { Object.defineProperty(cooked, "raw", { value: raw }); } else { cooked.raw = raw; } return cooked; }; Object.defineProperty(exports, "__esModule", { value: true }); exports.simplex4D = void 0; var glslIdentityFunction_1 = require("../lib/glslIdentityFunction"); // Simplex 4D Noise // by Ian McEwan, Ashima Arts // exports.simplex4D = glslIdentityFunction_1.glsl(templateObject_1 || (templateObject_1 = __makeTemplateObject(["\n vec4 permute_CtWSIXhDoB(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}\n float permute_CtWSIXhDoB(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}\n vec4 taylorInvSqrt_5lh48SM3tK(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}\n float taylorInvSqrt_5lh48SM3tK(float r){return 1.79284291400159 - 0.85373472095314 * r;}\n \n vec4 grad4_E8cTKXoBj6(float j, vec4 ip){\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\n return p;\n }\n \n float simplex4D(vec4 v){\n \n const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4\n 0.309016994374947451); // (sqrt(5) - 1)/4 F4\n // First corner\n vec4 i = floor(v + dot(v, C.yyyy) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n // x0 = x0 - 0.0 + 0.0 * C \n vec4 x1 = x0 - i1 + 1.0 * C.xxxx;\n vec4 x2 = x0 - i2 + 2.0 * C.xxxx;\n vec4 x3 = x0 - i3 + 3.0 * C.xxxx;\n vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;\n\n // Permutations\n i = mod(i, 289.0); \n float j0 = permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n // Gradients\n // ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4_E8cTKXoBj6(j0, ip);\n vec4 p1 = grad4_E8cTKXoBj6(j1.x, ip);\n vec4 p2 = grad4_E8cTKXoBj6(j1.y, ip);\n vec4 p3 = grad4_E8cTKXoBj6(j1.z, ip);\n vec4 p4 = grad4_E8cTKXoBj6(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt_5lh48SM3tK(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt_5lh48SM3tK(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n }\n"], ["\n vec4 permute_CtWSIXhDoB(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}\n float permute_CtWSIXhDoB(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));}\n vec4 taylorInvSqrt_5lh48SM3tK(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}\n float taylorInvSqrt_5lh48SM3tK(float r){return 1.79284291400159 - 0.85373472095314 * r;}\n \n vec4 grad4_E8cTKXoBj6(float j, vec4 ip){\n const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);\n vec4 p,s;\n\n p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;\n p.w = 1.5 - dot(abs(p.xyz), ones.xyz);\n s = vec4(lessThan(p, vec4(0.0)));\n p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; \n\n return p;\n }\n \n float simplex4D(vec4 v){\n \n const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4\n 0.309016994374947451); // (sqrt(5) - 1)/4 F4\n // First corner\n vec4 i = floor(v + dot(v, C.yyyy) );\n vec4 x0 = v - i + dot(i, C.xxxx);\n\n // Other corners\n\n // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)\n vec4 i0;\n\n vec3 isX = step( x0.yzw, x0.xxx );\n vec3 isYZ = step( x0.zww, x0.yyz );\n // i0.x = dot( isX, vec3( 1.0 ) );\n i0.x = isX.x + isX.y + isX.z;\n i0.yzw = 1.0 - isX;\n\n // i0.y += dot( isYZ.xy, vec2( 1.0 ) );\n i0.y += isYZ.x + isYZ.y;\n i0.zw += 1.0 - isYZ.xy;\n\n i0.z += isYZ.z;\n i0.w += 1.0 - isYZ.z;\n\n // i0 now contains the unique values 0,1,2,3 in each channel\n vec4 i3 = clamp( i0, 0.0, 1.0 );\n vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );\n vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );\n\n // x0 = x0 - 0.0 + 0.0 * C \n vec4 x1 = x0 - i1 + 1.0 * C.xxxx;\n vec4 x2 = x0 - i2 + 2.0 * C.xxxx;\n vec4 x3 = x0 - i3 + 3.0 * C.xxxx;\n vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx;\n\n // Permutations\n i = mod(i, 289.0); \n float j0 = permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB(i.w) + i.z) + i.y) + i.x);\n vec4 j1 = permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB( permute_CtWSIXhDoB (\n i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))\n + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))\n + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))\n + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));\n // Gradients\n // ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)\n // 7*7*6 = 294, which is close to the ring size 17*17 = 289.\n\n vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;\n\n vec4 p0 = grad4_E8cTKXoBj6(j0, ip);\n vec4 p1 = grad4_E8cTKXoBj6(j1.x, ip);\n vec4 p2 = grad4_E8cTKXoBj6(j1.y, ip);\n vec4 p3 = grad4_E8cTKXoBj6(j1.z, ip);\n vec4 p4 = grad4_E8cTKXoBj6(j1.w, ip);\n\n // Normalise gradients\n vec4 norm = taylorInvSqrt_5lh48SM3tK(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n p0 *= norm.x;\n p1 *= norm.y;\n p2 *= norm.z;\n p3 *= norm.w;\n p4 *= taylorInvSqrt_5lh48SM3tK(dot(p4,p4));\n\n // Mix contributions from the five corners\n vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);\n vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);\n m0 = m0 * m0;\n m1 = m1 * m1;\n return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))\n + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;\n\n }\n"]))); var templateObject_1;