EG/RenderPipelineFile/rpplugins/clouds/resources/noise.inc.glsl
2025-07-24 11:37:46 +08:00

172 lines
5.1 KiB
GLSL

// lint: skip-file
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec3 fade(vec3 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise, periodic variant
float pnoise3D(vec3 P, vec3 rep)
{
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
Pi0 = mod289(Pi0);
Pi1 = mod289(Pi1);
vec3 Pf0 = fract(P); // Fractional part for interpolation
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
vec4 iy = vec4(Pi0.yy, Pi1.yy);
vec4 iz0 = Pi0.zzzz;
vec4 iz1 = Pi1.zzzz;
vec4 ixy = permute(permute(ix) + iy);
vec4 ixy0 = permute(ixy + iz0);
vec4 ixy1 = permute(ixy + iz1);
vec4 gx0 = ixy0 * (1.0 / 7.0);
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
gx0 = fract(gx0);
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
vec4 sz0 = step(gz0, vec4(0.0));
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
vec4 gx1 = ixy1 * (1.0 / 7.0);
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
gx1 = fract(gx1);
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
vec4 sz1 = step(gz1, vec4(0.0));
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 *= norm0.x;
g010 *= norm0.y;
g100 *= norm0.z;
g110 *= norm0.w;
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 *= norm1.x;
g011 *= norm1.y;
g101 *= norm1.z;
g111 *= norm1.w;
float n000 = dot(g000, Pf0);
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
float n111 = dot(g111, Pf1);
vec3 fade_xyz = fade(Pf0);
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
float fbm(vec3 x) {
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(0.954653);
float tile = 5.0;
for (int i = 0; i < 6; ++i) {
v += a * pnoise3D(x, vec3(tile));
x = x * 2.0 + shift;
a *= 0.5;
tile *= 2.0;
}
return v;
}
float rand(vec2 co){
return abs(fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453)) * 2 - 1;
}
// Returns the point in a given cell
vec3 worley_cell_point(ivec3 cell, int num_cells, float drop_rate, float seed) {
cell = cell % num_cells;
vec3 cell_base = vec3(cell) / num_cells;
float noise_x = rand(cell_base.xy + seed);
float noise_y = rand(cell_base.yx + seed);
float noise_z = rand(cell_base.zx + cell_base.yy + seed);
float drop_point = step(rand(cell.xy + cell.yx + cell.zx + cell.zz + seed) + 1e-7, drop_rate);
return cell_base + (0.5 + 1.0 * vec3(noise_x, noise_y, noise_z)) / num_cells + drop_point * vec3(1e9);
}
// Distance accross borders
float distance_border(vec3 a, vec3 b) {
float dx = min( abs(a.x - b.x), min(abs( a.x - 1.0 - b.x), abs(a.x + 1.0 - b.x)));
float dy = min( abs(a.y - b.y), min(abs( a.y - 1.0 - b.y), abs(a.y + 1.0 - b.y)));
float dz = min( abs(a.z - b.z), min(abs( a.z - 1.0 - b.z), abs(a.z + 1.0 - b.z)));
return length(vec3(dx, dy, dz));
}
// Performs worley noise by checking all adjacent cells
// and comparing the distance to their points
float worley_noise(vec3 coord, int num_cells, float drop_rate, float seed) {
coord = fract(coord);
ivec3 cell = ivec3(coord * num_cells);
float dist = 1.0;
// Search in the surrounding 5x5 cell block
for (int x = 0; x < 5; x++) {
for (int y = 0; y < 5; y++) {
for (int z = 0; z < 5; z++) {
vec3 cell_point = worley_cell_point(cell + ivec3(x-2, y-2, z-2), num_cells, drop_rate, seed);
dist = min(dist, distance_border(cell_point, coord));
}
}
}
dist /= length(vec3(1.0 / num_cells));
dist = clamp(1.0 - dist, 0.0, 1.0);
return dist;
}
float fbm_worley(vec3 x, int num_tiles, float drop_rate, int octaves, float seed) {
seed *= 0.05;
float v = 0.0;
float a = 0.5;
vec3 shift = vec3(0.354653);
for (int i = 0; i < octaves; ++i) {
v += a * worley_noise(x, num_tiles, drop_rate, seed);
x = x * 2.0 + shift;
a *= 0.5;
// num_tiles = int(num_tiles * 1.5);
}
return v;
}