// // GLSL textureless classic 2D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-08-22 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/ashima/webgl-noise // #ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_ #define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_ #include "Common.hlsl" float ClassicNoise_impl(float2 pi0, float2 pf0, float2 pi1, float2 pf1) { pi0 = wglnoise_mod289(pi0); // To avoid truncation effects in permutation pi1 = wglnoise_mod289(pi1); float4 ix = float2(pi0.x, pi1.x).xyxy; float4 iy = float2(pi0.y, pi1.y).xxyy; float4 fx = float2(pf0.x, pf1.x).xyxy; float4 fy = float2(pf0.y, pf1.y).xxyy; float4 i = wglnoise_permute(wglnoise_permute(ix) + iy); float4 phi = i / 41 * 3.14159265359 * 2; float2 g00 = float2(cos(phi.x), sin(phi.x)); float2 g10 = float2(cos(phi.y), sin(phi.y)); float2 g01 = float2(cos(phi.z), sin(phi.z)); float2 g11 = float2(cos(phi.w), sin(phi.w)); float n00 = dot(g00, float2(fx.x, fy.x)); float n10 = dot(g10, float2(fx.y, fy.y)); float n01 = dot(g01, float2(fx.z, fy.z)); float n11 = dot(g11, float2(fx.w, fy.w)); float2 fade_xy = wglnoise_fade(pf0); float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); return 1.44 * n_xy; } // Classic Perlin noise float ClassicNoise(float2 p) { float2 i = floor(p); float2 f = frac(p); return ClassicNoise_impl(i, f, i + 1, f - 1); } // Classic Perlin noise, periodic variant float PeriodicNoise(float2 p, float2 rep) { float2 i0 = wglnoise_mod(floor(p), rep); float2 i1 = wglnoise_mod(i0 + 1, rep); float2 f = frac(p); return ClassicNoise_impl(i0, f, i1, f - 1); } #endif