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- //
- // Description : Array and textureless GLSL 2D simplex noise function.
- // Author : Ian McEwan, Ashima Arts.
- // Maintainer : stegu
- // Lastmath.mod : 20110822 (ijm)
- // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
- // Distributed under the MIT License. See LICENSE file.
- // https://github.com/ashima/webgl-noise
- // https://github.com/stegu/webgl-noise
- //
-
- using static Unity.Mathematics.math;
-
- namespace Unity.Mathematics
- {
- public static partial class noise
- {
- /// <summary>
- /// Simplex noise.
- /// </summary>
- /// <param name="v">Input coordinate.</param>
- /// <returns>Noise value.</returns>
- public static float snoise(float2 v)
- {
- float4 C = float4(0.211324865405187f, // (3.0-math.sqrt(3.0))/6.0
- 0.366025403784439f, // 0.5*(math.sqrt(3.0)-1.0)
- -0.577350269189626f, // -1.0 + 2.0 * C.x
- 0.024390243902439f); // 1.0 / 41.0
- // First corner
- float2 i = floor(v + dot(v, C.yy));
- float2 x0 = v - i + dot(i, C.xx);
-
- // Other corners
- float2 i1;
- //i1.x = math.step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
- //i1.y = 1.0 - i1.x;
- i1 = (x0.x > x0.y) ? float2(1.0f, 0.0f) : float2(0.0f, 1.0f);
- // x0 = x0 - 0.0 + 0.0 * C.xx ;
- // x1 = x0 - i1 + 1.0 * C.xx ;
- // x2 = x0 - 1.0 + 2.0 * C.xx ;
- float4 x12 = x0.xyxy + C.xxzz;
- x12.xy -= i1;
-
- // Permutations
- i = mod289(i); // Avoid truncation effects in permutation
- float3 p = permute(permute(i.y + float3(0.0f, i1.y, 1.0f)) + i.x + float3(0.0f, i1.x, 1.0f));
-
- float3 m = max(0.5f - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0f);
- m = m * m;
- m = m * m;
-
- // Gradients: 41 points uniformly over a line, mapped onto a diamond.
- // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
-
- float3 x = 2.0f * frac(p * C.www) - 1.0f;
- float3 h = abs(x) - 0.5f;
- float3 ox = floor(x + 0.5f);
- float3 a0 = x - ox;
-
- // Normalise gradients implicitly by scaling m
- // Approximation of: m *= inversemath.sqrt( a0*a0 + h*h );
- m *= 1.79284291400159f - 0.85373472095314f * (a0 * a0 + h * h);
-
- // Compute final noise value at P
-
- float gx = a0.x * x0.x + h.x * x0.y;
- float2 gyz = a0.yz * x12.xz + h.yz * x12.yw;
- float3 g = float3(gx,gyz);
-
- return 130.0f * dot(m, g);
- }
- }
- }
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