p5
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[](https://www.npmjs.com/package/p5)
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JavaScript
// Based on https://github.com/stegu/webgl-noise/blob/22434e04d7753f7e949e8d724ab3da2864c17a0f/src/noise3D.glsl
// MIT licensed, adapted for p5.strands and converted to WGSL
var noiseWGSL = `fn mod289Vec3(x: vec3<f32>) -> vec3<f32> {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
fn mod289Vec4(x: vec4<f32>) -> vec4<f32> {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
fn permute(x: vec4<f32>) -> vec4<f32> {
return mod289Vec4(((x*34.0)+10.0)*x);
}
fn taylorInvSqrt(r: vec4<f32>) -> vec4<f32> {
return vec4<f32>(1.79284291400159) - vec4<f32>(0.85373472095314) * r;
}
fn baseNoise(v: vec3<f32>) -> f32 {
let C = vec2<f32>(1.0/6.0, 1.0/3.0);
let D = vec4<f32>(0.0, 0.5, 1.0, 2.0);
// First corner
var i = floor(v + dot(v, C.yyy));
let x0 = v - i + dot(i, C.xxx);
// Other corners
let g = step(x0.yzx, x0.xyz);
let l = vec3<f32>(1.0) - g;
let i1 = min(g.xyz, l.zxy);
let i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
let x1 = x0 - i1 + C.xxx;
let x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
let x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289Vec3(i);
let p = permute( permute( permute(
i.z + vec4<f32>(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4<f32>(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4<f32>(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
let n_ = 0.142857142857; // 1.0/7.0
let ns = n_ * D.wyz - D.xzx;
let j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
let x_ = floor(j * ns.z);
let y_ = floor(j - 7.0 * x_ ); // mod(j,N)
let x = x_ *ns.x + ns.yyyy;
let y = y_ *ns.x + ns.yyyy;
let h = vec4<f32>(1.0) - abs(x) - abs(y);
let b0 = vec4<f32>( x.xy, y.xy );
let b1 = vec4<f32>( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
let s0 = floor(b0)*2.0 + vec4<f32>(1.0);
let s1 = floor(b1)*2.0 + vec4<f32>(1.0);
let sh = -step(h, vec4<f32>(0.0));
let a0 = b0.xzyw + s0.xzyw*sh.xxyy;
let a1 = b1.xzyw + s1.xzyw*sh.zzww;
let p0 = vec3<f32>(a0.xy, h.x);
let p1 = vec3<f32>(a0.zw, h.y);
let p2 = vec3<f32>(a1.xy, h.z);
let p3 = vec3<f32>(a1.zw, h.w);
//Normalise gradients
let norm = taylorInvSqrt(vec4<f32>(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
let p0_norm = p0 * norm.x;
let p1_norm = p1 * norm.y;
let p2_norm = p2 * norm.z;
let p3_norm = p3 * norm.w;
// Mix final noise value
var m = max(vec4<f32>(0.5) - vec4<f32>(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), vec4<f32>(0.0));
m = m * m;
return 105.0 * dot( m*m, vec4<f32>( dot(p0_norm,x0), dot(p1_norm,x1),
dot(p2_norm,x2), dot(p3_norm,x3) ) );
}
fn noise(st: vec3<f32>, octaves: i32, ampFalloff: f32) -> f32 {
var result = 0.0;
var amplitude = 1.0;
var frequency = 1.0;
for (var i = 0; i < 8; i++) {
if (i >= octaves) { break; }
result += amplitude * baseNoise(st * frequency);
frequency *= 2.0;
amplitude *= ampFalloff;
}
return (result + 1.0) * 0.5;
}`;
export { noiseWGSL as default };