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