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-rw-r--r--common/shaders/math/noise.wgsl68
1 files changed, 34 insertions, 34 deletions
diff --git a/common/shaders/math/noise.wgsl b/common/shaders/math/noise.wgsl
index 9f99e4a..dd97e02 100644
--- a/common/shaders/math/noise.wgsl
+++ b/common/shaders/math/noise.wgsl
@@ -14,31 +14,31 @@ fn hash_1f(x: f32) -> f32 {
return fract(v);
}
-// Hash: vec2<f32> -> f32
+// Hash: vec2f -> f32
// 2D coordinate to single hash value
-fn hash_2f(p: vec2<f32>) -> f32 {
- var h = dot(p, vec2<f32>(127.1, 311.7));
+fn hash_2f(p: vec2f) -> f32 {
+ var h = dot(p, vec2f(127.1, 311.7));
return fract(sin(h) * 43758.5453123);
}
-// Hash: vec2<f32> -> vec2<f32>
+// Hash: vec2f -> vec2f
// 2D coordinate to 2D hash (from Shadertoy 4djSRW)
-fn hash_2f_2f(p: vec2<f32>) -> vec2<f32> {
- var p3 = fract(vec3<f32>(p.x, p.y, p.x) * vec3<f32>(0.1021, 0.1013, 0.0977));
+fn hash_2f_2f(p: vec2f) -> vec2f {
+ var p3 = fract(vec3f(p.x, p.y, p.x) * vec3f(0.1021, 0.1013, 0.0977));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}
-// Hash: vec3<f32> -> f32
+// Hash: vec3f -> f32
// 3D coordinate to single hash value
-fn hash_3f(p: vec3<f32>) -> f32 {
- var h = dot(p, vec3<f32>(127.1, 311.7, 74.7));
+fn hash_3f(p: vec3f) -> f32 {
+ var h = dot(p, vec3f(127.1, 311.7, 74.7));
return fract(sin(h) * 43758.5453123);
}
-// Hash: vec3<f32> -> vec3<f32>
+// Hash: vec3f -> vec3f
// 3D coordinate to 3D hash
-fn hash_3f_3f(p: vec3<f32>) -> vec3<f32> {
+fn hash_3f_3f(p: vec3f) -> vec3f {
var v = fract(p);
v += dot(v, v.yxz + 32.41);
return fract((v.xxy + v.yzz) * v.zyx);
@@ -56,14 +56,14 @@ fn hash_1u(p: u32) -> f32 {
return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0;
}
-// Hash: u32 -> vec2<f32>
-fn hash_1u_2f(p: u32) -> vec2<f32> {
- return vec2<f32>(hash_1u(p), hash_1u(p + 1423u));
+// Hash: u32 -> vec2f
+fn hash_1u_2f(p: u32) -> vec2f {
+ return vec2f(hash_1u(p), hash_1u(p + 1423u));
}
-// Hash: u32 -> vec3<f32>
-fn hash_1u_3f(p: u32) -> vec3<f32> {
- return vec3<f32>(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
+// Hash: u32 -> vec3f
+fn hash_1u_3f(p: u32) -> vec3f {
+ return vec3f(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u));
}
// ============================================
@@ -72,32 +72,32 @@ fn hash_1u_3f(p: u32) -> vec3<f32> {
// Value Noise: 2D
// Interpolated grid noise using smoothstep
-fn noise_2d(p: vec2<f32>) -> f32 {
+fn noise_2d(p: vec2f) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (3.0 - 2.0 * f);
- let n0 = hash_2f(i + vec2<f32>(0.0, 0.0));
- let n1 = hash_2f(i + vec2<f32>(1.0, 0.0));
- let n2 = hash_2f(i + vec2<f32>(0.0, 1.0));
- let n3 = hash_2f(i + vec2<f32>(1.0, 1.0));
+ let n0 = hash_2f(i + vec2f(0.0, 0.0));
+ let n1 = hash_2f(i + vec2f(1.0, 0.0));
+ let n2 = hash_2f(i + vec2f(0.0, 1.0));
+ let n3 = hash_2f(i + vec2f(1.0, 1.0));
let ix0 = mix(n0, n1, u.x);
let ix1 = mix(n2, n3, u.x);
return mix(ix0, ix1, u.y);
}
// Value Noise: 3D
-fn noise_3d(p: vec3<f32>) -> f32 {
+fn noise_3d(p: vec3f) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (3.0 - 2.0 * f);
- let n000 = hash_3f(i + vec3<f32>(0.0, 0.0, 0.0));
- let n100 = hash_3f(i + vec3<f32>(1.0, 0.0, 0.0));
- let n010 = hash_3f(i + vec3<f32>(0.0, 1.0, 0.0));
- let n110 = hash_3f(i + vec3<f32>(1.0, 1.0, 0.0));
- let n001 = hash_3f(i + vec3<f32>(0.0, 0.0, 1.0));
- let n101 = hash_3f(i + vec3<f32>(1.0, 0.0, 1.0));
- let n011 = hash_3f(i + vec3<f32>(0.0, 1.0, 1.0));
- let n111 = hash_3f(i + vec3<f32>(1.0, 1.0, 1.0));
+ let n000 = hash_3f(i + vec3f(0.0, 0.0, 0.0));
+ let n100 = hash_3f(i + vec3f(1.0, 0.0, 0.0));
+ let n010 = hash_3f(i + vec3f(0.0, 1.0, 0.0));
+ let n110 = hash_3f(i + vec3f(1.0, 1.0, 0.0));
+ let n001 = hash_3f(i + vec3f(0.0, 0.0, 1.0));
+ let n101 = hash_3f(i + vec3f(1.0, 0.0, 1.0));
+ let n011 = hash_3f(i + vec3f(0.0, 1.0, 1.0));
+ let n111 = hash_3f(i + vec3f(1.0, 1.0, 1.0));
let ix00 = mix(n000, n100, u.x);
let ix10 = mix(n010, n110, u.x);
let ix01 = mix(n001, n101, u.x);
@@ -113,13 +113,13 @@ fn noise_3d(p: vec3<f32>) -> f32 {
// Gyroid function (periodic triply-orthogonal minimal surface)
// Useful for procedural patterns and cellular structures
-fn gyroid(p: vec3<f32>) -> f32 {
+fn gyroid(p: vec3f) -> f32 {
return abs(0.04 + dot(sin(p), cos(p.zxy)));
}
// Fractional Brownian Motion (FBM) 2D
// Multi-octave noise for natural-looking variation
-fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 {
+fn fbm_2d(p: vec2f, octaves: i32) -> f32 {
var value = 0.0;
var amplitude = 0.5;
var frequency = 1.0;
@@ -133,7 +133,7 @@ fn fbm_2d(p: vec2<f32>, octaves: i32) -> f32 {
}
// Fractional Brownian Motion (FBM) 3D
-fn fbm_3d(p: vec3<f32>, octaves: i32) -> f32 {
+fn fbm_3d(p: vec3f, octaves: i32) -> f32 {
var value = 0.0;
var amplitude = 0.5;
var frequency = 1.0;