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p5

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// 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 };