three
Version:
JavaScript 3D library
52 lines (36 loc) • 1.5 kB
JavaScript
import { float, Fn, fract, int, vec2, vec4 } from 'three/tsl';
/**
* Returns a TSL function that samples texture-free analytic R² noise.
* Index 0 uses continuous screen pixels; other indices tile-shift with an R²
* sequence into a 64×64 period. Values are four independent R² dimensions
* hashed from the sample coordinates.
*
* @param {UniformNode<Vector2>} resolution
* @param {number} [seed=0] - Added to the coordinate hash so each pass gets an independent R² phase.
*/
export function bindAnalyticNoise( resolution, seed = 0 ) {
const seedOffset = int( seed );
const r4 = ( coords ) => {
const P = 1.32471795724474602596;
const t = coords.x.mul( 1 / P ).add( coords.y.mul( 1 / P ** 2 ) ).add( float( seed ) );
return vec4(
fract( t.mul( P ).mul( 1 / P ) ),
fract( t.mul( P * 2 ).mul( 1 / P ** 2 ) ),
fract( t.mul( P * 3 ).mul( 0.4198754210 ) ), // this is not 1 / P ** 3, however this magic constant gives better noise
fract( t.mul( P * 4 ).mul( 1 / P ** 3 ) )
);
};
return Fn( ( [ uvCoord, sampleIndex ] ) => {
const index = int( sampleIndex ).add( seedOffset );
const noise = vec4().toVar();
const tileSize = float( 32 );
const screenPixel = uvCoord.mul( resolution ).floor();
const offset = fract( vec2(
float( index ).mul( 0.7548776662 ),
float( index ).mul( 0.5698402910 )
) ).mul( tileSize ).floor();
const coords = screenPixel.add( offset ).mod( tileSize );
noise.assign( r4( coords ) );
return noise;
} );
}