2 // Description : Array and textureless GLSL 2D/3D/4D simplex
4 // Author : Ian McEwan, Ashima Arts.
6 // Lastmod : 20110822 (ijm)
7 // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
8 // Distributed under the MIT License. See LICENSE file.
9 // https://github.com/ashima/webgl-noise
13 return x - floor(x * (1.0 / 289.0)) * 289.0; }
15 float mod289(float x) {
16 return x - floor(x * (1.0 / 289.0)) * 289.0; }
18 vec4 permute(vec4 x) {
19 return mod289(((x*34.0)+1.0)*x);
22 float permute(float x) {
23 return mod289(((x*34.0)+1.0)*x);
26 vec4 taylorInvSqrt(vec4 r)
28 return 1.79284291400159 - 0.85373472095314 * r;
31 float taylorInvSqrt(float r)
33 return 1.79284291400159 - 0.85373472095314 * r;
36 vec4 grad4(float j, vec4 ip)
38 const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
41 p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
42 p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
43 s = vec4(lessThan(p, vec4(0.0)));
44 p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
49 // (sqrt(5) - 1)/4 = F4, used once below
50 #define F4 0.309016994374947451
54 const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
55 0.276393202250021, // 2 * G4
56 0.414589803375032, // 3 * G4
57 -0.447213595499958); // -1 + 4 * G4
60 vec4 i = floor(v + dot(v, vec4(F4)) );
61 vec4 x0 = v - i + dot(i, C.xxxx);
65 // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
67 vec3 isX = step( x0.yzw, x0.xxx );
68 vec3 isYZ = step( x0.zww, x0.yyz );
69 // i0.x = dot( isX, vec3( 1.0 ) );
70 i0.x = isX.x + isX.y + isX.z;
72 // i0.y += dot( isYZ.xy, vec2( 1.0 ) );
73 i0.y += isYZ.x + isYZ.y;
74 i0.zw += 1.0 - isYZ.xy;
78 // i0 now contains the unique values 0,1,2,3 in each channel
79 vec4 i3 = clamp( i0, 0.0, 1.0 );
80 vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
81 vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
83 // x0 = x0 - 0.0 + 0.0 * C.xxxx
84 // x1 = x0 - i1 + 1.0 * C.xxxx
85 // x2 = x0 - i2 + 2.0 * C.xxxx
86 // x3 = x0 - i3 + 3.0 * C.xxxx
87 // x4 = x0 - 1.0 + 4.0 * C.xxxx
88 vec4 x1 = x0 - i1 + C.xxxx;
89 vec4 x2 = x0 - i2 + C.yyyy;
90 vec4 x3 = x0 - i3 + C.zzzz;
91 vec4 x4 = x0 + C.wwww;
95 float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
96 vec4 j1 = permute( permute( permute( permute (
97 i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
98 + i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
99 + i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
100 + i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
102 // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
103 // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
104 vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
106 vec4 p0 = grad4(j0, ip);
107 vec4 p1 = grad4(j1.x, ip);
108 vec4 p2 = grad4(j1.y, ip);
109 vec4 p3 = grad4(j1.z, ip);
110 vec4 p4 = grad4(j1.w, ip);
112 // Normalise gradients
113 vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
118 p4 *= taylorInvSqrt(dot(p4,p4));
120 // Mix contributions from the five corners
121 vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
122 vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
125 return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
126 + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
130 #pragma glslify: export(snoise)