294 lines
10 KiB
GLSL
294 lines
10 KiB
GLSL
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// -*-C++-*-
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// This is a library of noise functions, taking a coordinate vector and a wavelength
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// as input and returning a number [0:1] as output.
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// * Noise2D(in vec2 coord, in float wavelength) is 2d Perlin noise
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// * Noise3D(in vec3 coord, in float wavelength) is 3d Perlin noise
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// * DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
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// is sparse dot noise and takes a dot density parameter
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// * DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
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// is sparse dot noise modified to look like liquid and takes a dot density parameter
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// * VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
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// is a function mapping the terrain into random domains, based on Voronoi tiling of a regular grid
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// distorted with xrand and yrand
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// * SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness)
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// computes a semi-random set of lines along the direction of steepest descent, allowing to
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// simulate e.g. water erosion patterns
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// * Strata3D(in vec3 coord, in float wavelength, in float variation)
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// computers a vertically stratified random pattern, appropriate e.g. for rock textures
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// Thorsten Renk 2014
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#version 120
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float rand2D(in vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rand3D(in vec3 co){
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return fract(sin(dot(co.xyz ,vec3(12.9898,78.233,144.7272))) * 43758.5453);
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}
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float cosine_interpolate(in float a, in float b, in float x)
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{
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float ft = x * 3.1415927;
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float f = (1.0 - cos(ft)) * .5;
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return a*(1.0-f) + b*f;
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}
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float simple_interpolate(in float a, in float b, in float x)
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{
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return a + smoothstep(0.0,1.0,x) * (b-a);
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}
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float interpolatedNoise2D(in float x, in float y)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float v1 = rand2D(vec2(integer_x, integer_y));
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float v2 = rand2D(vec2(integer_x+1.0, integer_y));
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float v3 = rand2D(vec2(integer_x, integer_y+1.0));
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float v4 = rand2D(vec2(integer_x+1.0, integer_y +1.0));
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float i1 = simple_interpolate(v1 , v2 , fractional_x);
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float i2 = simple_interpolate(v3 , v4 , fractional_x);
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return simple_interpolate(i1 , i2 , fractional_y);
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}
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float interpolatedNoise3D(in float x, in float y, in float z)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float integer_z = z - fract(z);
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float fractional_z = z - integer_z;
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float v1 = rand3D(vec3(integer_x, integer_y, integer_z));
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float v2 = rand3D(vec3(integer_x+1.0, integer_y, integer_z));
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float v3 = rand3D(vec3(integer_x, integer_y+1.0, integer_z));
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float v4 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z));
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float v5 = rand3D(vec3(integer_x, integer_y, integer_z+1.0));
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float v6 = rand3D(vec3(integer_x+1.0, integer_y, integer_z+1.0));
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float v7 = rand3D(vec3(integer_x, integer_y+1.0, integer_z+1.0));
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float v8 = rand3D(vec3(integer_x+1.0, integer_y +1.0, integer_z+1.0));
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float i1 = simple_interpolate(v1,v5, fractional_z);
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float i2 = simple_interpolate(v2,v6, fractional_z);
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float i3 = simple_interpolate(v3,v7, fractional_z);
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float i4 = simple_interpolate(v4,v8, fractional_z);
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float ii1 = simple_interpolate(i1,i2,fractional_x);
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float ii2 = simple_interpolate(i3,i4,fractional_x);
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return simple_interpolate(ii1 , ii2 , fractional_y);
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}
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float Noise2D(in vec2 coord, in float wavelength)
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{
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return interpolatedNoise2D(coord.x/wavelength, coord.y/wavelength);
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}
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float Noise3D(in vec3 coord, in float wavelength)
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{
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return interpolatedNoise3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength);
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}
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float dotNoise2D(in float x, in float y, in float fractionalMaxDotSize, in float dDensity)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dDensity)
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{return 0.0;}
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float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
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float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
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float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
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vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 2.0 * dotSize) , 0.5 + yoffset * (1.0 -2.0 * dotSize));
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float distance = length(truePos - vec2(fractional_x, fractional_y));
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return 1.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance);
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}
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float DotNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
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{
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return dotNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize, dDensity);
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}
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float dropletNoise2D(in float x, in float y, in float fractionalMaxDotSize, in float dDensity)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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if (rand2D(vec2(integer_x+1.0, integer_y +1.0)) > dDensity)
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{return 0.0;}
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float xoffset = (rand2D(vec2(integer_x, integer_y)) -0.5);
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float yoffset = (rand2D(vec2(integer_x+1.0, integer_y)) - 0.5);
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float dotSize = 0.5 * fractionalMaxDotSize * max(0.25,rand2D(vec2(integer_x, integer_y+1.0)));
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float x1offset = 2.0 * (rand2D(vec2(integer_x+5.0, integer_y)) -0.5);
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float y1offset = 2.0 * (rand2D(vec2(integer_x, integer_y + 5.0)) - 0.5);
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float x2offset = 2.0 * (rand2D(vec2(integer_x-5.0, integer_y)) -0.5);
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float y2offset = 2.0 * (rand2D(vec2(integer_x-5.0, integer_y -5.0)) - 0.5);
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float smear = (rand2D(vec2(integer_x + 3.0, integer_y)) -0.5);
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vec2 truePos = vec2 (0.5 + xoffset * (1.0 - 4.0 * dotSize) , 0.5 + yoffset * (1.0 -4.0 * dotSize));
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vec2 secondPos = truePos + vec2 (dotSize * x1offset, dotSize * y1offset);
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vec2 thirdPos = truePos + vec2 (dotSize * x2offset, dotSize * y2offset);
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float distance = length(truePos - vec2(fractional_x, fractional_y));
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float dist1 = length(secondPos - vec2(fractional_x, fractional_y));
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float dist2 = length(thirdPos - vec2(fractional_x, fractional_y));
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return clamp(3.0 - smoothstep (0.3 * dotSize, 1.0* dotSize, distance) - smoothstep (0.3 * dotSize, 1.0* dotSize, dist1) - smoothstep ((0.1 + 0.5 * smear) * dotSize, 1.0* dotSize, dist2), 0.0,1.0);
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}
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float DropletNoise2D(in vec2 coord, in float wavelength, in float fractionalMaxDotSize, in float dDensity)
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{
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return dropletNoise2D(coord.x/wavelength, coord.y/wavelength, fractionalMaxDotSize, dDensity);
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}
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float voronoiNoise2D(in float x, in float y, in float xrand, in float yrand)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float val[4];
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val[0] = rand2D(vec2(integer_x, integer_y));
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val[1] = rand2D(vec2(integer_x+1.0, integer_y));
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val[2] = rand2D(vec2(integer_x, integer_y+1.0));
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val[3] = rand2D(vec2(integer_x+1.0, integer_y+1.0));
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float xshift[4];
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xshift[0] = xrand * (rand2D(vec2(integer_x+0.5, integer_y)) - 0.5);
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xshift[1] = xrand * (rand2D(vec2(integer_x+1.5, integer_y)) -0.5);
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xshift[2] = xrand * (rand2D(vec2(integer_x+0.5, integer_y+1.0))-0.5);
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xshift[3] = xrand * (rand2D(vec2(integer_x+1.5, integer_y+1.0))-0.5);
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float yshift[4];
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yshift[0] = yrand * (rand2D(vec2(integer_x, integer_y +0.5)) - 0.5);
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yshift[1] = yrand * (rand2D(vec2(integer_x+1.0, integer_y+0.5)) -0.5);
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yshift[2] = yrand * (rand2D(vec2(integer_x, integer_y+1.5))-0.5);
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yshift[3] = yrand * (rand2D(vec2(integer_x+1.5, integer_y+1.5))-0.5);
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float dist[4];
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dist[0] = sqrt((fractional_x + xshift[0]) * (fractional_x + xshift[0]) + (fractional_y + yshift[0]) * (fractional_y + yshift[0]));
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dist[1] = sqrt((1.0 -fractional_x + xshift[1]) * (1.0-fractional_x+xshift[1]) + (fractional_y +yshift[1]) * (fractional_y+yshift[1]));
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dist[2] = sqrt((fractional_x + xshift[2]) * (fractional_x + xshift[2]) + (1.0-fractional_y +yshift[2]) * (1.0-fractional_y + yshift[2]));
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dist[3] = sqrt((1.0-fractional_x + xshift[3]) * (1.0-fractional_x + xshift[3]) + (1.0-fractional_y +yshift[3]) * (1.0-fractional_y + yshift[3]));
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int i, i_min;
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float dist_min = 100.0;
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for (i=0; i<4;i++)
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{
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if (dist[i] < dist_min)
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{
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dist_min = dist[i];
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i_min = i;
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}
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}
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return val[i_min];
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//return val[0];
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}
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float VoronoiNoise2D(in vec2 coord, in float wavelength, in float xrand, in float yrand)
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{
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return voronoiNoise2D(coord.x/wavelength, coord.y/wavelength, xrand, yrand);
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}
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float slopeLines2D(in float x, in float y, in float sx, in float sy, in float steepness)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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vec2 O = vec2 (0.2 + 0.6* rand2D(vec2 (integer_x, integer_y+1)), 0.3 + 0.4* rand2D(vec2 (integer_x+1, integer_y)));
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vec2 S = vec2 (sx, sy);
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vec2 P = vec2 (-sy, sx);
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vec2 X = vec2 (fractional_x, fractional_y);
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float radius = 0.0 + 0.3 * rand2D(vec2 (integer_x, integer_y));
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float b = (X.y - O.y + O.x * S.y/S.x - X.x * S.y/S.x) / (P.y - P.x * S.y/S.x);
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float a = (X.x - O.x - b*P.x)/S.x;
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return (1.0 - smoothstep(0.7 * (1.0-steepness), 1.2* (1.0 - steepness), 0.6* abs(a))) * (1.0 - smoothstep(0.0, 1.0 * radius,abs(b)));
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}
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float SlopeLines2D(in vec2 coord, in vec2 gradDir, in float wavelength, in float steepness)
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{
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return slopeLines2D(coord.x/wavelength, coord.y/wavelength, gradDir.x, gradDir.y, steepness);
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}
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float strata3D(in float x, in float y, in float z, in float variation)
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{
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float integer_x = x - fract(x);
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float fractional_x = x - integer_x;
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float integer_y = y - fract(y);
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float fractional_y = y - integer_y;
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float integer_z = z - fract(z);
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float fractional_z = z - integer_z;
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float rand_value_low = rand3D(vec3(0.0, 0.0, integer_z));
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float rand_value_high = rand3D(vec3(0.0, 0.0, integer_z+1));
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float rand_var = 0.5 - variation + 2.0 * variation * rand3D(vec3(integer_x, integer_y, integer_z));
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return (1.0 - smoothstep(rand_var -0.15, rand_var + 0.15, fract(z))) * rand_value_low + smoothstep(rand_var-0.15, rand_var + 0.15, fract(z)) * rand_value_high;
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}
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float Strata3D(in vec3 coord, in float wavelength, in float variation)
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{
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return strata3D(coord.x/wavelength, coord.y/wavelength, coord.z/wavelength, variation);
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}
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