1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
|
// GPU procedural Perlin noise texture generator.
// Fractional Brownian Motion using value noise.
#include "math/noise"
struct PerlinParams {
width: u32,
height: u32,
seed: f32,
frequency: f32,
amplitude: f32,
amplitude_decay: f32,
octaves: u32,
_pad0: f32, // Padding for alignment
}
@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(1) var<uniform> params: PerlinParams;
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
if (id.x >= params.width || id.y >= params.height) { return; }
let uv = vec2<f32>(f32(id.x) / f32(params.width),
f32(id.y) / f32(params.height));
var value = 0.0;
var amplitude = params.amplitude;
var frequency = params.frequency;
var total_amp = 0.0;
for (var o: u32 = 0u; o < params.octaves; o++) {
let p = uv * frequency + params.seed;
value += noise_2d(p) * amplitude;
total_amp += amplitude;
frequency *= 2.0;
amplitude *= params.amplitude_decay;
}
value /= total_amp;
let clamped = clamp(value, 0.0, 1.0);
textureStore(output_tex, id.xy, vec4<f32>(clamped, clamped, clamped, 1.0));
}
|