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export default `// |
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// Description : Array and textureless GLSL 2D/3D/4D simplex |
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// noise functions. |
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// Author : Ian McEwan, Ashima Arts. |
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// Maintainer : stegu |
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// Lastmod : 20110822 (ijm) |
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved. |
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// Distributed under the MIT License. See LICENSE file. |
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// https://github.com/ashima/webgl-noise |
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// https://github.com/stegu/webgl-noise |
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// |
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vec3 mod289(vec3 x) { |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 mod289(vec4 x) { |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 permute(vec4 x) { |
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return mod289(((x*34.0)+1.0)*x); |
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} |
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vec4 taylorInvSqrt(vec4 r) |
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{ |
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return 1.79284291400159 - 0.85373472095314 * r; |
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} |
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float snoise(vec3 v) |
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{ |
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; |
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); |
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// First corner |
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vec3 i = floor(v + dot(v, C.yyy) ); |
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vec3 x0 = v - i + dot(i, C.xxx) ; |
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// Other corners |
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vec3 g = step(x0.yzx, x0.xyz); |
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vec3 l = 1.0 - g; |
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vec3 i1 = min( g.xyz, l.zxy ); |
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vec3 i2 = max( g.xyz, l.zxy ); |
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// x0 = x0 - 0.0 + 0.0 * C.xxx; |
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// x1 = x0 - i1 + 1.0 * C.xxx; |
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// x2 = x0 - i2 + 2.0 * C.xxx; |
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// x3 = x0 - 1.0 + 3.0 * C.xxx; |
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vec3 x1 = x0 - i1 + C.xxx; |
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y |
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y |
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// Permutations |
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i = mod289(i); |
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vec4 p = permute( permute( permute( |
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i.z + vec4(0.0, i1.z, i2.z, 1.0 )) |
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 )) |
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 )); |
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// Gradients: 7x7 points over a square, mapped onto an octahedron. |
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) |
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float n_ = 0.142857142857; // 1.0/7.0 |
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vec3 ns = n_ * D.wyz - D.xzx; |
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) |
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vec4 x_ = floor(j * ns.z); |
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) |
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vec4 x = x_ *ns.x + ns.yyyy; |
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vec4 y = y_ *ns.x + ns.yyyy; |
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vec4 h = 1.0 - abs(x) - abs(y); |
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vec4 b0 = vec4( x.xy, y.xy ); |
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vec4 b1 = vec4( x.zw, y.zw ); |
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; |
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; |
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vec4 s0 = floor(b0)*2.0 + 1.0; |
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vec4 s1 = floor(b1)*2.0 + 1.0; |
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vec4 sh = -step(h, vec4(0.0)); |
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; |
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; |
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vec3 p0 = vec3(a0.xy,h.x); |
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vec3 p1 = vec3(a0.zw,h.y); |
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vec3 p2 = vec3(a1.xy,h.z); |
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vec3 p3 = vec3(a1.zw,h.w); |
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//Normalise gradients |
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); |
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p0 *= norm.x; |
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p1 *= norm.y; |
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p2 *= norm.z; |
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p3 *= norm.w; |
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// Mix final noise value |
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); |
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m = m * m; |
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), |
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dot(p2,x2), dot(p3,x3) ) ); |
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} |
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`; |
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