MetaCoreEngineV2/rpcore/shader/includes/noise.inc.glsl
2026-01-13 17:06:06 +08:00

329 lines
10 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#pragma once
/*
Noise Functions from:
https://github.com/hughsk/glsl-noise
Check out the repository for a copy of the license:
https://github.com/hughsk/glsl-noise/blob/master/LICENSE
*/
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);
}
float snoise3D(vec3 v) {
const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 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;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 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)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_); // mod(j,N)
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 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;
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww ;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
// Normalise gradients
vec4 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
vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
return 42.0 * dot(m * m,
vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
// 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 rand(vec2 co){
return abs(fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453)) * 2 - 1;
}
vec3 rand_rgb(vec2 co)
{
return abs(fract(sin(dot(co.xy, vec2(34.4835, 89.6372))) *
vec3(29156.4765, 38273.56393, 47843.75468))) * 2 - 1;
}
uniform sampler2D PrecomputedGrain;
// Computes the film grain using the precomputed grain
float grain(float frame_time) {
float offs = mod(frame_time, 7.2342);
ivec2 offs_coord = ivec2(offs * 28947.0, (offs - 2.5) * 12484.0);
return texelFetch(PrecomputedGrain, (ivec2(gl_FragCoord.xy) + offs_coord) % ivec2(2048), 0).x;
}
float fbm(vec3 x, float scale) {
float v = 0.0;
float a = 0.5;
float shift = 0.0;
x *= scale;
for (int i = 0; i < 5; ++i) {
v += a * (pnoise3D(x, vec3(scale)) * 0.5 + 0.5);
x = x * 2.0 + shift;
a *= 0.5;
}
return v;
}
// Returns the point in a given cell
vec2 worley_cell_point(ivec2 cell, int num_cells, float drop_rate) {
cell = cell % num_cells;
vec2 cell_base = vec2(cell) / num_cells;
float noise_x = rand(cell_base);
float noise_y = rand(cell_base.yx);
float drop_point = step(rand(cell) + 1e-7, drop_rate);
return cell_base + (0.5 + 1.0 * vec2(noise_x, noise_y)) / num_cells + drop_point * vec2(1e9);
}
// Distance accross borders
float distance_border(vec2 a, vec2 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)));
return length(vec2(dx, dy));
}
// Performs worley noise by checking all adjacent cells
// and comparing the distance to their points
float worley_noise(vec2 coord, int num_cells, float drop_rate) {
coord = fract(coord);
ivec2 cell = ivec2(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++) {
vec2 cell_point = worley_cell_point(cell + ivec2(x-2, y-2), num_cells, drop_rate);
dist = min(dist, distance_border(cell_point, coord));
}
}
dist /= length(vec2(1.0 / num_cells));
dist = 1.0 - dist;
return dist;
}
// Returns the point in a given cell
vec3 worley_cell_point(ivec3 cell, int num_cells, float drop_rate) {
cell = cell % num_cells;
vec3 cell_base = vec3(cell) / num_cells;
float noise_x = rand(cell_base.xy);
float noise_y = rand(cell_base.yx);
float noise_z = rand(cell_base.zx + cell_base.yy);
float drop_point = step(rand(cell.xy + cell.zz) + 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) {
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);
dist = min(dist, distance_border(cell_point, coord));
}
}
}
dist /= length(vec3(1.0 / num_cells));
dist = 1.0 - dist;
return dist;
}
float interleaved_gradient_noise(vec2 seed) {
const float scale = 3.14159;
vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
return -scale + 2.0 * scale * fract(magic.z * fract(dot(seed, magic.xy)));
}