diff options
Diffstat (limited to 'common/shaders/math/noise.wgsl')
| -rw-r--r-- | common/shaders/math/noise.wgsl | 68 |
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; |
