rj-action-library/Runtime/Shading/Library/Noise.gdshaderinc

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// #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
#include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
float random( vec2 uv )
{
return fract( sin( dot( uv.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453123 );
}
vec2 random_v2( vec2 uv )
{
uv = vec2
(
dot(uv, vec2( 127.1,311.7 ) ),
dot(uv, vec2( 269.5,183.3 ) )
);
return -1.0 + 2.0 * fract( sin( uv ) * 43758.5453123 );
}
vec3 random_v3( vec3 uvw )
{
uvw = vec3( dot(uvw, vec3(127.1,311.7, 513.7) ),
dot(uvw, vec3(269.5,183.3, 396.5) ),
dot(uvw, vec3(421.3,314.1, 119.7) ) );
return -1.0 + 2.0 * fract(sin(uvw) * 43758.5453123);
}
// float perlin( vec2 uv )
// {
// vec2 uv_index = floor(uv);
// vec2 uv_fract = fract(uv);
// vec2 blur = smoothstep(0.0, 1.0, uv_fract);
// return mix( mix( dot( random_v2(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
// dot( random_v2(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
// mix( dot( random_v2(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
// dot( random_v2(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
// }
float perlin(vec2 uv)
{
vec2 uv_index = floor(uv);
vec2 uv_fract = fract(uv);
vec2 blur = smoothstep(0.0, 1.0, uv_fract);
return mix( mix( dot( random_v2(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
dot( random_v2(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
mix( dot( random_v2(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
dot( random_v2(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
}
float perlinOctaves( vec2 uv, int octaves, float scale, float gain )
{
float s = 1.0;
float g = 1.0;
float v = perlin( uv * s ) * g;
float n = 1.0;
for ( int i = 0; i < octaves; i++ )
{
s *= scale;
g *= gain;
v += perlin( uv * s ) * g;
n += g;
}
return v / n;
}
vec2 seamLessCoordinate( vec2 uv, vec2 seamRange, vec2 seamFade, vec2 type )
{
return mod( uv - seamFade * type, seamRange );
}
float perlinOctavesSeamless( vec2 uv, int octaves, float scale, float gain, vec2 seamRange, vec2 seamFade )
{
// uv = mod( uv , seamRange );
seamFade *= seamRange;
vec2 fading = mod( uv, seamRange ) ;
fading.x = normalizeToRange01( fading.x, seamRange.x - seamFade.x, seamRange.x );
fading.y = normalizeToRange01( fading.y, seamRange.y - seamFade.y, seamRange.y );
// 0, seamRange - seamFade, seamRange
//
vec2 p00 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 0.0, 0.0 ) );
vec2 p10 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 1.0, 0.0 ) );
vec2 p01 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 0.0, 1.0 ) );
vec2 p11 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 1.0, 1.0 ) );
float n00 = perlinOctaves( p00, octaves, scale, gain );
float n10 = perlinOctaves( p10, octaves, scale, gain );
float n01 = perlinOctaves( p01, octaves, scale, gain );
float n11 = perlinOctaves( p11, octaves, scale, gain );
float n0 = mix( n00, n10, fading.x );
float n1 = mix( n01, n11, fading.x );
return mix( n0, n1, fading.y );
}
float perlin3D( vec3 uvw )
{
vec3 gridIndex = floor( uvw );
vec3 gridFract = fract( uvw );
vec3 blur = smoothstep( 0.0, 1.0, gridFract );
vec3 blb = gridIndex + vec3(0.0, 0.0, 0.0);
vec3 brb = gridIndex + vec3(1.0, 0.0, 0.0);
vec3 tlb = gridIndex + vec3(0.0, 1.0, 0.0);
vec3 trb = gridIndex + vec3(1.0, 1.0, 0.0);
vec3 blf = gridIndex + vec3(0.0, 0.0, 1.0);
vec3 brf = gridIndex + vec3(1.0, 0.0, 1.0);
vec3 tlf = gridIndex + vec3(0.0, 1.0, 1.0);
vec3 trf = gridIndex + vec3(1.0, 1.0, 1.0);
vec3 gradBLB = random_v3( blb );
vec3 gradBRB = random_v3( brb );
vec3 gradTLB = random_v3( tlb );
vec3 gradTRB = random_v3( trb );
vec3 gradBLF = random_v3( blf );
vec3 gradBRF = random_v3( brf );
vec3 gradTLF = random_v3( tlf );
vec3 gradTRF = random_v3( trf );
vec3 distToPixelFromBLB = gridFract - vec3( 0.0, 0.0, 0.0 );
vec3 distToPixelFromBRB = gridFract - vec3( 1.0, 0.0, 0.0 );
vec3 distToPixelFromTLB = gridFract - vec3( 0.0, 1.0, 0.0 );
vec3 distToPixelFromTRB = gridFract - vec3( 1.0, 1.0, 0.0 );
vec3 distToPixelFromBLF = gridFract - vec3( 0.0, 0.0, 1.0 );
vec3 distToPixelFromBRF = gridFract - vec3( 1.0, 0.0, 1.0 );
vec3 distToPixelFromTLF = gridFract - vec3( 0.0, 1.0, 1.0 );
vec3 distToPixelFromTRF = gridFract - vec3( 1.0, 1.0, 1.0 );
float dotBLB = dot( gradBLB, distToPixelFromBLB );
float dotBRB = dot( gradBRB, distToPixelFromBRB );
float dotTLB = dot( gradTLB, distToPixelFromTLB );
float dotTRB = dot( gradTRB, distToPixelFromTRB );
float dotBLF = dot( gradBLF, distToPixelFromBLF );
float dotBRF = dot( gradBRF, distToPixelFromBRF );
float dotTLF = dot( gradTLF, distToPixelFromTLF );
float dotTRF = dot( gradTRF, distToPixelFromTRF );
return mix(
mix( mix(dotBLB, dotBRB, blur.x), mix(dotTLB, dotTRB, blur.x), blur.y ),
mix( mix(dotBLF, dotBRF, blur.x), mix(dotTLF, dotTRF, blur.x), blur.y ),
blur.z
) + 0.5;
}
float perlinPolar( vec2 uv )
{
return perlin( uv ) * 2.0 - 1.0;
}
float worley( vec2 uv, float columns, float rows )
{
vec2 index_uv = floor( vec2( uv.x * columns, uv.y * rows ) );
vec2 fract_uv = fract( vec2( uv.x * columns, uv.y * rows ) );
float minimum_dist = 1.0;
for ( int y= -1; y <= 1; y++ )
{
for ( int x= -1; x <= 1; x++ )
{
vec2 neighbor = vec2( float( x ), float( y ) );
vec2 point = random_v2( index_uv + neighbor );
vec2 diff = neighbor + point - fract_uv;
float dist = length (diff );
minimum_dist = min( minimum_dist, dist );
}
}
return minimum_dist;
}
vec2 voronoi( vec2 uv, float columns, float rows )
{
vec2 index_uv = floor( vec2( uv.x * columns, uv.y * rows ) );
vec2 fract_uv = fract( vec2( uv.x * columns, uv.y * rows ) );
float minimum_dist = 1.0;
vec2 minimum_point;
for ( int y= -1; y <= 1; y++ )
{
for ( int x= -1; x <= 1; x++ )
{
vec2 neighbor = vec2( float( x ), float( y ) );
vec2 point = random_v2( index_uv + neighbor );
vec2 diff = neighbor + point - fract_uv;
float dist = length( diff );
if ( dist < minimum_dist )
{
minimum_dist = dist;
minimum_point = point;
}
}
}
return minimum_point;
}