#define_import_path simplex_3d // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20201014 (stegu) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // fn mod289(x: vec3f) -> vec3f { return x - floor(x * (1.0 / 289.0)) * 289.0; } fn mod289_4(x: vec4f) -> vec4f { return x - floor(x * (1.0 / 289.0)) * 289.0; } fn permute(x: vec4f) -> vec4f { return mod289_4(((x * 34.0) + 10.0) * x); } fn taylorInvSqrt(r: vec4f) -> vec4f { return 1.79284291400159 - 0.85373472095314 * r; } fn snoise(v: vec3f) -> f32 { let C = vec2(1.0 / 6.0, 1.0 / 3.0); let D = vec4(0.0, 0.5, 1.0, 2.0); // First corner var i = floor(v + dot(v, C.yyy)); let x0 = v - i + dot(i, C.xxx); // Other corners let g = step(x0.yzx, x0.xyz); let l = 1.0 - g; let i1 = min(g.xyz, l.zxy); let i2 = max(g.xyz, l.zxy); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; let x1 = x0 - i1 + C.xxx; let x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y let x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); let p = permute(permute(permute( i.z + vec4(0.0, i1.z, i2.z, 1.0) ) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0)); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) let n_ = 0.142857142857; // 1.0/7.0 let ns = n_ * D.wyz - D.xzx; let j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) let x_ = floor(j * ns.z); let y_ = floor(j - 7.0 * x_); // mod(j,N) let x = x_ * ns.x + ns.yyyy; let y = y_ * ns.x + ns.yyyy; let h = 1.0 - abs(x) - abs(y); let b0 = vec4(x.xy, y.xy); let b1 = vec4(x.zw, y.zw); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; let s0 = floor(b0) * 2.0 + 1.0; let s1 = floor(b1) * 2.0 + 1.0; let sh = -step(h, vec4(0.0)); let a0 = b0.xzyw + s0.xzyw * sh.xxyy ; let a1 = b1.xzyw + s1.xzyw * sh.zzww ; var p0 = vec3(a0.xy, h.x); var p1 = vec3(a0.zw, h.y); var p2 = vec3(a1.xy, h.z); var p3 = vec3(a1.zw, h.w); //Normalise gradients let norm = taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value var m: vec4 = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec4(0.0)); m = m * m; return 105.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); }