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111 lines
4.0 KiB
111 lines
4.0 KiB
// |
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// GLSL textureless classic 2D noise "cnoise", |
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// with an RSL-style periodic variant "pnoise". |
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// Author: Stefan Gustavson (stefan.gustavson@liu.se) |
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// Version: 2011-08-22 |
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// |
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// Many thanks to Ian McEwan of Ashima Arts for the |
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// ideas for permutation and gradient selection. |
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// |
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved. |
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// Distributed under the MIT license. See LICENSE file. |
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// https://github.com/stegu/webgl-noise |
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// |
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using static Unity.Mathematics.math; |
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namespace Unity.Mathematics |
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{ |
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public static partial class noise |
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{ |
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/// <summary> |
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/// Classic Perlin noise |
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/// </summary> |
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/// <param name="P">Point on a 2D grid of gradient vectors.</param> |
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/// <returns>Noise value.</returns> |
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public static float cnoise(float2 P) |
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{ |
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float4 Pi = floor(P.xyxy) + float4(0.0f, 0.0f, 1.0f, 1.0f); |
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float4 Pf = frac(P.xyxy) - float4(0.0f, 0.0f, 1.0f, 1.0f); |
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Pi = mod289(Pi); // To avoid truncation effects in permutation |
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float4 ix = Pi.xzxz; |
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float4 iy = Pi.yyww; |
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float4 fx = Pf.xzxz; |
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float4 fy = Pf.yyww; |
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float4 i = permute(permute(ix) + iy); |
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float4 gx = frac(i * (1.0f / 41.0f)) * 2.0f - 1.0f; |
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float4 gy = abs(gx) - 0.5f; |
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float4 tx = floor(gx + 0.5f); |
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gx = gx - tx; |
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float2 g00 = float2(gx.x, gy.x); |
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float2 g10 = float2(gx.y, gy.y); |
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float2 g01 = float2(gx.z, gy.z); |
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float2 g11 = float2(gx.w, gy.w); |
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float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
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g00 *= norm.x; |
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g01 *= norm.y; |
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g10 *= norm.z; |
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g11 *= norm.w; |
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float n00 = dot(g00, float2(fx.x, fy.x)); |
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float n10 = dot(g10, float2(fx.y, fy.y)); |
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float n01 = dot(g01, float2(fx.z, fy.z)); |
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float n11 = dot(g11, float2(fx.w, fy.w)); |
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float2 fade_xy = fade(Pf.xy); |
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float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); |
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float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); |
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return 2.3f * n_xy; |
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} |
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/// <summary> |
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/// Classic Perlin noise, periodic variant |
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/// </summary> |
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/// <param name="P">Point on a 2D grid of gradient vectors.</param> |
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/// <param name="rep">Period of repetition.</param> |
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/// <returns>Noise value.</returns> |
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public static float pnoise(float2 P, float2 rep) |
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{ |
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float4 Pi = floor(P.xyxy) + float4(0.0f, 0.0f, 1.0f, 1.0f); |
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float4 Pf = frac(P.xyxy) - float4(0.0f, 0.0f, 1.0f, 1.0f); |
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Pi = fmod(Pi, rep.xyxy); // To create noise with explicit period |
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Pi = mod289(Pi); // To avoid truncation effects in permutation |
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float4 ix = Pi.xzxz; |
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float4 iy = Pi.yyww; |
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float4 fx = Pf.xzxz; |
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float4 fy = Pf.yyww; |
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float4 i = permute(permute(ix) + iy); |
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float4 gx = frac(i * (1.0f / 41.0f)) * 2.0f - 1.0f; |
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float4 gy = abs(gx) - 0.5f; |
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float4 tx = floor(gx + 0.5f); |
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gx = gx - tx; |
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float2 g00 = float2(gx.x, gy.x); |
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float2 g10 = float2(gx.y, gy.y); |
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float2 g01 = float2(gx.z, gy.z); |
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float2 g11 = float2(gx.w, gy.w); |
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float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
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g00 *= norm.x; |
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g01 *= norm.y; |
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g10 *= norm.z; |
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g11 *= norm.w; |
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float n00 = dot(g00, float2(fx.x, fy.x)); |
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float n10 = dot(g10, float2(fx.y, fy.y)); |
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float n01 = dot(g01, float2(fx.z, fy.z)); |
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float n11 = dot(g11, float2(fx.w, fy.w)); |
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float2 fade_xy = fade(Pf.xy); |
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float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); |
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float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); |
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return 2.3f * n_xy; |
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} |
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} |
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}
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