[orx-shade-styles] Add noise {} shade style builder
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package org.openrndr.extra.shaderphrases.noise
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import org.openrndr.extra.shaderphrases.spacefilling.hilbertPhrase
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import org.openrndr.extra.shaderphrases.spacefilling.hilbertV3Phrase
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import org.openrndr.extra.shaderphrases.spacefilling.inverseGray32Phrase
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// https://www.shadertoy.com/view/3tB3z3
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val hilbertR1BlueNoisePhrase = """#ifndef SP_HILBERT_R1_BLUE_NOISE
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#define SP_HILBERT_R1_BLUE_NOISE
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$hilbertPhrase
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$kmhfPhrase
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uint hilbertR1BlueNoise(uvec2 p, uint bits, uint seed) {
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uint x = uint(hilbert(ivec2(p), int(bits))) % (1u << bits) + seed;
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x = kmhf(x);
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return x;
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}
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#endif
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"""
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val hilbertR1BlueNoiseFloatPhrase = """#ifndef SP_HILBERT_R1_BLUE_NOISE_FLOAT
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#define SP_HILBERT_R1_BLUE_NOISE_FLOAT
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$hilbertR1BlueNoisePhrase
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float hilbertR1BlueNoiseFloat(uvec2 p, uint bits, uint seed) {
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uint x = hilbertR1BlueNoise(p, bits, seed);
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return float(x) / 4294967296.0;
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}
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#endif
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"""
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// https://www.shadertoy.com/view/3tB3z3
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val inverseR1BlueNoisePhrase = """#ifndef SP_INVERSE_R1_BLUE_NOISE
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#define SP_INVERSE_R1_BLUE_NOISE
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$inverseGray32Phrase
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$inverseKmhfPhrase
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ivec2 inverseR1BlueNoise(uint x, uint bits) {
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x = inverseKmhf(x);
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return uvec2(inverseHilbert(int(x), int(bits)));}
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#endif"""
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// https://www.shadertoy.com/view/3tB3z3
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val hilbertR1BlueNoiseV3Phrase = """#ifndef SP_HILBERT_R1_BLUE_NOISE_V3
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#define SP_HILBERT_R1_BLUE_NOISE_V3
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$hilbertV3Phrase
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$kmhfPhrase
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uint hilbertR1BlueNoise(uvec3 p, uint bits, uint seed) {
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uint x = uint(hilbert(ivec3(p), int(bits))) % (1u << bits) + seed;
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x = kmhf(x);
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return x;
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}
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#endif
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"""
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val hilbertR1BlueNoiseFloatV3Phrase = """#ifndef SP_HILBERT_R1_BLUE_NOISE_FLOAT_V3
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#define SP_HILBERT_R1_BLUE_NOISE_FLOAT_V3
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$hilbertR1BlueNoiseV3Phrase
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float hilbertR1BlueNoiseFloat(uvec3 p, uint bits, uint seed) {
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uint x = hilbertR1BlueNoise(p, bits, seed);
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return float(x) / 4294967296.0;
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}
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#endif
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"""
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package org.openrndr.extra.shaderphrases.noise
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/**
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* Represents a shader phrase implementing Knuth's multiplicative hash function as defined for unsigned integers.
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*
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* The function takes a 32-bit unsigned integer as input and computes a hashed value using a fixed-point scaling factor
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* (2654435789u). This technique is based on the "multiplicative hash" proposed by Donald Knuth, providing an efficient
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* method for hashing without the need for additional libraries or resources.
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*
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* This phrase is wrapped in preprocessor guards to ensure it is only defined once during the shader compilation process.
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*/
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// knuth's multiplicative hash function (fixed point R1)
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val kmhfPhrase = """#ifndef SP_KMHF
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#define SP_KMHF
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uint kmhf(uint x) {
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return 0x80000000u + 2654435789u * x;
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}
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#endif"""
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/**
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* Represents a GLSL shader phrase that defines the inverse of Knuth's
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* multiplicative hash function, commonly used in procedural noise generation
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* or random value calculations.
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*
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* The inverseKmhfPhrase` provides a utility function in GLSL to compute
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* the inverse of the multiplicative hash for unsigned integers. It is wrapped
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* within preprocessor guards to ensure the function is only defined once
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* during shader compilation.
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*/
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// inverse of Knuth's multiplicative hash function (fixed point R1)
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val inverseKmhfPhrase = """#ifndef SP_INVERSE_KMHF
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#define SP_INVERSE_KMHF
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uint inverseKmhf(uint x) {
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return (x - 0x80000000u) * 827988741u;
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}
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#endif
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""".trimMargin()
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21
orx-shader-phrases/src/commonMain/kotlin/noise/ModPhrases.kt
Normal file
21
orx-shader-phrases/src/commonMain/kotlin/noise/ModPhrases.kt
Normal file
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package org.openrndr.extra.shaderphrases.noise
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const val mod289Phrase = """#ifndef SP_MOD289
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#define SP_MOD289
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float mod289(const in float x) { return x - floor(x * (1. / 289.)) * 289.; }
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#endif"""
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const val mod289V2Phrase = """#ifndef SP_MOD289V2
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#define SP_MOD289V2
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vec2 mod289(const in vec2 x) { return x - floor(x * (1. / 289.)) * 289.; }
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#endif"""
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const val mod289V3Phrase = """#ifndef SP_MOD289V3
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#define SP_MOD289V3
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vec3 mod289(const in vec3 x) { return x - floor(x * (1. / 289.)) * 289.; }
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#endif"""
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const val mod289V4Phrase = """#ifndef SP_MOD289V4
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#define SP_MOD289V4
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vec4 mod289(const in vec4 x) { return x - floor(x * (1. / 289.)) * 289.; }
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#endif"""
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package org.openrndr.extra.shaderphrases.noise
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val permutePhrase = """#ifndef SP_PERMUTE
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#define SP_PERMUTE
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$mod289Phrase
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float permute(const in float x) { return mod289(((x * 34.0) + 1.0) * x); }
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#endif
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"""
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const val permuteV2Phrase = """#ifndef SP_PERMUTEV2
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#define SP_PERMUTEV2
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$mod289V2Phrase
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vec2 permute(const in vec2 x) { return mod289(((x * 34.0) + 1.0) * x); }
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#endif
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"""
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const val permuteV3Phrase = """#ifndef SP_PERMUTEV3
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#define SP_PERMUTEV3
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$mod289V3Phrase
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vec3 permute(const in vec3 x) { return mod289(((x * 34.0) + 1.0) * x); }
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#endif
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"""
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const val permuteV4Phrase = """#ifndef SP_PERMUTEV4
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#define SP_PERMUTEV4
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$mod289V4Phrase
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vec4 permute(const in vec4 x) { return mod289(((x * 34.0) + 1.0) * x); }
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#endif
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"""
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package org.openrndr.extra.shaderphrases.noise
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val grad4Phrase = """#ifndef SP_GRAD4
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#define SP_GRAD4
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vec4 grad4(float j, vec4 ip) {
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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#endif
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"""
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val simplex12 = """#ifndef SP_SIMPLEX12
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#define SP_SIMPLEX12
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$mod289V2Phrase
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$mod289V3Phrase
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$permuteV2Phrase
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$permuteV3Phrase
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float simplex12(in vec2 v) {
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
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//i1.y = 1.0 - i1.x;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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// x0 = x0 - 0.0 + 0.0 * C.xx ;
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// x1 = x0 - i1 + 1.0 * C.xx ;
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// x2 = x0 - 1.0 + 2.0 * C.xx ;
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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#endif
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"""
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val simplex13 = """#ifndef SP_SIMPLEX13
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#define SP_SIMPLEX13
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$mod289V3Phrase
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$mod289V4Phrase
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$permuteV3Phrase
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$permuteV4Phrase
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$taylorInvSqrtV4Phrase
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float simplex13(in vec3 v) {
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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#endif
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}"""
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val simplex14 = """#ifndef SP_SIMPLEX14
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#define SP_SIMPLEX14
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$mod289Phrase
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$mod289V2Phrase
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$mod289V3Phrase
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$mod289V4Phrase
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$permutePhrase
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$permuteV2Phrase
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$permuteV3Phrase
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$permuteV4Phrase
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$taylorInvSqrtPhrase
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$taylorInvSqrtV2Phrase
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$taylorInvSqrtV3Phrase
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$taylorInvSqrtV4Phrase
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$grad4Phrase
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float simplex14(vec4 v) {
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const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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0.276393202250021, // 2 * G4
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0.414589803375032, // 3 * G4
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-0.447213595499958); // -1 + 4 * G4
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// First corner
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vec4 i = floor(v + dot(v, vec4(.309016994374947451)) ); // (sqrt(5) - 1)/4
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vec4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec3 isX = step( x0.yzw, x0.xxx );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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// x0 = x0 - 0.0 + 0.0 * C.xxxx
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// x1 = x0 - i1 + 1.0 * C.xxxx
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// x2 = x0 - i2 + 2.0 * C.xxxx
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// x3 = x0 - i3 + 3.0 * C.xxxx
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// x4 = x0 - 1.0 + 4.0 * C.xxxx
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vec4 x1 = x0 - i1 + C.xxxx;
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vec4 x2 = x0 - i2 + C.yyyy;
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vec4 x3 = x0 - i3 + C.zzzz;
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vec4 x4 = x0 + C.wwww;
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// Permutations
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i = mod289(i);
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float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
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vec4 j1 = permute( permute( permute( permute (
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i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
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+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
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// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p2 = grad4(j1.y, ip);
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vec4 p3 = grad4(j1.z, ip);
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vec4 p4 = grad4(j1.w, ip);
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// 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;
|
||||
p4 *= taylorInvSqrt(dot(p4,p4));
|
||||
|
||||
// Mix contributions from the five corners
|
||||
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
|
||||
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
||||
m0 = m0 * m0;
|
||||
m1 = m1 * m1;
|
||||
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
||||
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
val simplex22 = """#ifndef SP_SIMPLEX22
|
||||
#define SP_SIMPLEX22
|
||||
$simplex12
|
||||
vec2 simplex22( vec2 x ){
|
||||
float s = simplex12(vec2( x ));
|
||||
float s1 = simplex12(vec2( x.y - 19.1, x.x + 47.2 ));
|
||||
return vec2( s , s1 );
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
val simplex33 = """#ifndef SP_SIMPLEX33
|
||||
#define SP_SIMPLEX33
|
||||
$simplex13
|
||||
vec3 simplex33( vec3 x ){
|
||||
float s = simplex13(vec3( x ));
|
||||
float s1 = simplex13(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));
|
||||
float s2 = simplex13(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));
|
||||
return vec3( s , s1 , s2 );
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
val simplex34 = """#ifndef SP_SIMPLEX34
|
||||
#define SP_SIMPLEX34
|
||||
$simplex14
|
||||
vec3 simplex34( vec4 x ){
|
||||
float s = simplex14(vec4( x ));
|
||||
float s1 = simplex14(vec4( x.y - 19.1 , x.z + 33.4 , x.x + 47.2, x.w ));
|
||||
float s2 = simplex14(vec4( x.z + 74.2 , x.x - 124.5 , x.y + 99.4, x.w ));
|
||||
return vec3( s , s1 , s2 );
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
@@ -0,0 +1,25 @@
|
||||
package org.openrndr.extra.shaderphrases.noise
|
||||
|
||||
const val taylorInvSqrtPhrase = """#ifndef SP_TAYLORINVSQRT
|
||||
#define SP_TAYLORINVSQRT
|
||||
float taylorInvSqrt(in float r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
#endif
|
||||
"""
|
||||
|
||||
const val taylorInvSqrtV2Phrase = """#ifndef SP_TAYLORINVSQRTV2
|
||||
#define SP_TAYLORINVSQRTV2
|
||||
vec2 taylorInvSqrt(in vec2 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
#endif
|
||||
"""
|
||||
|
||||
const val taylorInvSqrtV3Phrase = """#ifndef SP_TAYLORINVSQRTV3
|
||||
#define SP_TAYLORINVSQRTV3
|
||||
vec3 taylorInvSqrt(in vec3 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
#endif
|
||||
"""
|
||||
|
||||
const val taylorInvSqrtV4Phrase = """#ifndef SP_TAYLORINVSQRTV4
|
||||
#define SP_TAYLORINVSQRTV4
|
||||
vec4 taylorInvSqrt(in vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
#endif
|
||||
"""
|
||||
117
orx-shader-phrases/src/commonMain/kotlin/noise/UHashPhrases.kt
Normal file
117
orx-shader-phrases/src/commonMain/kotlin/noise/UHashPhrases.kt
Normal file
@@ -0,0 +1,117 @@
|
||||
package org.openrndr.extra.shaderphrases.noise
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val uhash11Phrase = """
|
||||
#ifndef PHRASE_UHASH11
|
||||
#define PHRASE_UHASH11
|
||||
uint uhash11(uint x) {
|
||||
uint a = x;
|
||||
a = a ^ (a >> 16);
|
||||
a *= 0x7feb352du;
|
||||
a = a ^ (a >> 15);
|
||||
a *= 0x846ca68bu;
|
||||
a = a ^ (a >> 16);
|
||||
return a;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val fhash11Phrase = """
|
||||
$uhash11Phrase
|
||||
#ifndef PHRASE_FHASH11
|
||||
#define PHRASE_FHASH11
|
||||
float fhash11(float x) {
|
||||
uint a = uhash11(floatBitsToUint(x));
|
||||
return float(a) / 4294967296.0;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val uhash12Phrase = """
|
||||
$uhash11Phrase
|
||||
#ifndef PHRASE_UHASH12
|
||||
#define PHRASE_UHASH12
|
||||
uint uhash12(uvec2 x) {
|
||||
uint a = uhash11(x.y + uhash11(x.x));
|
||||
return a;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val fhash12Phrase = """
|
||||
$uhash12Phrase
|
||||
#ifndef PHRASE_FHASH12
|
||||
#define PHRASE_FHASH12
|
||||
float fhash12(vec2 x) {
|
||||
uint a = uhash12(floatBitsToUint(x));
|
||||
return float(a) / 4294967296.0;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val uhash13Phrase = """
|
||||
$uhash11Phrase
|
||||
#ifndef PHRASE_UHASH13
|
||||
#define PHRASE_UHASH13
|
||||
uint uhash13(uvec3 x) {
|
||||
uint a = uhash11(x.z + uhash11(x.y + uhash11(x.x)));
|
||||
return a;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val fhash13Phrase = """
|
||||
$uhash13Phrase
|
||||
#ifndef PHRASE_FHASH13
|
||||
#define PHRASE_FHASH13
|
||||
float fhash13(vec3 x) {
|
||||
uint a = uhash13(floatBitsToUint(x));
|
||||
return float(a) / 4294967296.0;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val uhash14Phrase = """
|
||||
$uhash11Phrase
|
||||
#ifndef PHRASE_UHASH14
|
||||
#define PHRASE_UHASH14
|
||||
uint uhash14(uvec4 x) {
|
||||
uint a = uhash11(x.w + uhash11(x.z + uhash11(x.y + uhash11(x.x))));
|
||||
return a;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
/**
|
||||
* uniform hash shader phrase
|
||||
*/
|
||||
val fhash14Phrase = """
|
||||
$uhash14Phrase
|
||||
#ifndef PHRASE_FHASH14
|
||||
#define PHRASE_FHASH14
|
||||
float fhash14(vec4 x) {
|
||||
uint a = uhash14(floatBitsToUint(x));
|
||||
return float(a) / 4294967296.0;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
@@ -0,0 +1,156 @@
|
||||
package org.openrndr.extra.shaderphrases.spacefilling
|
||||
|
||||
const val part1by1Phrase = """#ifndef SP_PART1BY1
|
||||
#define SP_PART1BY1
|
||||
uint part1by1 (uint x) {
|
||||
x = (x & 0x0000ffffu);
|
||||
x = ((x ^ (x << 8u)) & 0x00ff00ffu);
|
||||
x = ((x ^ (x << 4u)) & 0x0f0f0f0fu);
|
||||
x = ((x ^ (x << 2u)) & 0x33333333u);
|
||||
x = ((x ^ (x << 1u)) & 0x55555555u);
|
||||
return x;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
const val compact1by1Phrase = """#ifndef SP_COMPACT1BY1
|
||||
#define SP_COMPACT1BY1
|
||||
uint compact1by1 (uint x) {
|
||||
x = (x & 0x55555555u);
|
||||
x = ((x ^ (x >> 1u)) & 0x33333333u);
|
||||
x = ((x ^ (x >> 2u)) & 0x0f0f0f0fu);
|
||||
x = ((x ^ (x >> 4u)) & 0x00ff00ffu);
|
||||
x = ((x ^ (x >> 8u)) & 0x0000ffffu);
|
||||
return x;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
const val inverseGray32Phrase = """#ifndef SP_INVERSEGRAY32
|
||||
#define SP_INVERSEGRAY32
|
||||
uint inverse_gray32(uint n) {
|
||||
n = n ^ (n >> 1);
|
||||
n = n ^ (n >> 2);
|
||||
n = n ^ (n >> 4);
|
||||
n = n ^ (n >> 8);
|
||||
n = n ^ (n >> 16);
|
||||
return n;
|
||||
}
|
||||
#endif"""
|
||||
|
||||
// forward Hilbert https://www.shadertoy.com/view/llGcDm
|
||||
const val hilbertPhrase = """#ifndef SP_HILBERT
|
||||
#define SP_HILBERT
|
||||
int hilbert(ivec2 p, int level) {
|
||||
int d = 0;
|
||||
for (int k = 0; k < level; k++) {
|
||||
int n = level - k -1;
|
||||
ivec2 r = (p >> n) & 1;
|
||||
d += ((3 * r.x) ^ r.y) << (2 * n);
|
||||
if (r.y == 0) { if (r.x == 1) { p = (1 <<n) - 1 - p; } p = p.yx; }
|
||||
}
|
||||
return d;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
// https://www.shadertoy.com/view/llGcDm
|
||||
const val inverseHilbertPhrase = """#ifndef SP_INVERSEHILBERT
|
||||
#define SP_INVERSEHILBERT
|
||||
ivec2 inverseHilbert( int i, int level ) {
|
||||
ivec2 p = ivec2(0, 0);
|
||||
for (int k = 0; k < level; k++) {
|
||||
ivec2 r = ivec2(i >> 1, i ^(i >> 1)) & 1;
|
||||
if (r.y==0) { if(r.x == 1) { p = (1 << k) - 1 - p; } p = p.yx; }
|
||||
p += r << k;
|
||||
i >>= 2;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
#endif
|
||||
"""
|
||||
|
||||
const val hilbertV3Phrase = """#ifndef SP_HILBERTV3
|
||||
#define SP_HILBERTV3
|
||||
|
||||
// Convert 3D coordinates to a Hilbert curve index in GLSL
|
||||
int hilbert(ivec3 pos, int order) {
|
||||
// Input position vector (x, y, z)
|
||||
int x = pos.x;
|
||||
int y = pos.y;
|
||||
int z = pos.z;
|
||||
|
||||
// Initialize the index to 0
|
||||
int hilbertIndex = 0;
|
||||
|
||||
// Temporary variables for coordinate transformation
|
||||
int rx, ry, rz;
|
||||
int bits;
|
||||
|
||||
// Process each bit from MSB to LSB
|
||||
for (int i = order - 1; i >= 0; i--) {
|
||||
// Extract bit i from each coordinate
|
||||
bits = ((x >> i) & 1) | (((y >> i) & 1) << 1) | (((z >> i) & 1) << 2);
|
||||
|
||||
// Calculate position in subcube
|
||||
rx = 0;
|
||||
ry = 0;
|
||||
rz = 0;
|
||||
|
||||
// Transform coordinates based on subcube position
|
||||
if (bits == 0) {
|
||||
rx = y;
|
||||
ry = x;
|
||||
rz = z;
|
||||
}
|
||||
else if (bits == 1) {
|
||||
rx = x;
|
||||
ry = y;
|
||||
rz = z;
|
||||
}
|
||||
else if (bits == 2) {
|
||||
rx = x;
|
||||
ry = y + (1 << i);
|
||||
rz = z;
|
||||
}
|
||||
else if (bits == 3) {
|
||||
rx = (1 << i) - 1 - x;
|
||||
ry = (1 << i) - 1 - y;
|
||||
rz = z;
|
||||
}
|
||||
else if (bits == 4) {
|
||||
rx = (1 << i) - 1 - x;
|
||||
ry = y;
|
||||
rz = z + (1 << i);
|
||||
}
|
||||
else if (bits == 5) {
|
||||
rx = y;
|
||||
ry = x;
|
||||
rz = z + (1 << i);
|
||||
}
|
||||
else if (bits == 6) {
|
||||
rx = x;
|
||||
ry = y;
|
||||
rz = z + (1 << i);
|
||||
}
|
||||
else if (bits == 7) {
|
||||
rx = (1 << i) - 1 - y;
|
||||
ry = (1 << i) - 1 - x;
|
||||
rz = z + (1 << i);
|
||||
}
|
||||
|
||||
// Add the current subcube's contribution to the index
|
||||
// Each subcube contains 8^i cells
|
||||
hilbertIndex |= (bits << (3 * i));
|
||||
|
||||
// Update coordinates
|
||||
x = rx;
|
||||
y = ry;
|
||||
z = rz;
|
||||
}
|
||||
|
||||
return hilbertIndex;
|
||||
}
|
||||
#endif
|
||||
|
||||
"""
|
||||
Reference in New Issue
Block a user