[orx-noise] Bring back GLSL NoiseFilters.kt (#277)

This commit is contained in:
Abe Pazos
2022-10-20 19:15:32 +00:00
committed by GitHub
parent 390dcf620c
commit 51096e50f6
19 changed files with 891 additions and 280 deletions

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@@ -9,9 +9,7 @@ uniform sampler2D tex1; // blurDirection
uniform vec2 textureSize0;
uniform int window;
uniform float sigma;
uniform float gain;
uniform vec4 subtract;
uniform float spread;
uniform bool wrapX;

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@@ -4,6 +4,14 @@ plugins {
org.openrndr.extra.convention.`kotlin-multiplatform`
}
val embedShaders = tasks.register<EmbedShadersTask>("embedShaders") {
inputDir.set(file("$projectDir/src/shaders/glsl"))
outputDir.set(file("$buildDir/generated/shaderKotlin"))
defaultPackage.set("org.openrndr.extra.noise.filters")
defaultVisibility.set("internal")
namePrefix.set("noise_")
}.get()
kotlin {
jvm {
@Suppress("UNUSED_VARIABLE")
@@ -22,6 +30,10 @@ kotlin {
}
sourceSets {
val shaderKotlin by creating {
this.kotlin.srcDir(embedShaders.outputDir)
}
@Suppress("UNUSED_VARIABLE")
val commonMain by getting {
dependencies {
@@ -29,7 +41,11 @@ kotlin {
implementation(libs.openrndr.shape)
implementation(libs.openrndr.draw)
implementation(project(":orx-hash-grid"))
implementation(project(":orx-parameters"))
implementation(project(":orx-shader-phrases"))
api(shaderKotlin.kotlin)
}
dependsOn(shaderKotlin)
}
@@ -46,6 +62,8 @@ kotlin {
val jvmDemo by getting {
dependencies {
implementation(project(":orx-hash-grid"))
implementation(project(":orx-noise"))
implementation(project(":orx-jvm:orx-gui"))
}
}
}

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@@ -0,0 +1,71 @@
package org.openrndr.extra.noise.filters
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromCode
import org.openrndr.extra.parameters.*
import org.openrndr.extra.shaderphrases.preprocess
import org.openrndr.math.Vector2
import org.openrndr.math.Vector4
/**
* Filter that produces cell or Voronoi noise
*/
@Description("Cell Noise")
class CellNoise : Filter(filterShaderFromCode(run {
noise_cell.preprocess()
}, "cell-noise")) {
@Vector2Parameter("Seed", -10.0, 10.0)
var seed: Vector2 by parameters
/**
* base noise scale, default is Vector2(1.0, 1.0)
*/
@Vector2Parameter("Scale", 0.01, 10.0)
var scale: Vector2 by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
*/
@Vector2Parameter("Lacunarity", 0.1, 5.0)
var lacunarity: Vector2 by parameters
/**
* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
*/
@Vector4Parameter("Gain", 0.0, 1.0)
var gain: Vector4 by parameters
/**
* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
*/
@Vector4Parameter("Decay", 0.0, 1.0)
var decay: Vector4 by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("Octaves", 1, 8)
var octaves: Int by parameters
/**
* the value to add to the resulting noise
*/
@Vector4Parameter("Bias", -1.0, 1.0)
var bias: Vector4 by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
init {
seed = Vector2.ZERO
scale = Vector2.ONE
lacunarity = Vector2(2.0, 2.0)
gain = Vector4.ONE
decay = Vector4.ONE / 2.0
octaves = 4
bias = Vector4.ZERO
premultipliedAlpha = true
}
}

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@@ -0,0 +1,48 @@
package org.openrndr.extra.noise.filters
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromCode
import org.openrndr.extra.parameters.*
import org.openrndr.extra.shaderphrases.preprocess
import org.openrndr.math.Vector4
/**
* Hash noise filter that produces white-noise-like noise.
*/
@Description("Hash Noise")
class HashNoise : Filter(filterShaderFromCode(run {
noise_hash.preprocess()
}, "hash-noise")) {
/**
* noise gain per channel, default is Vector4(1.0, 1.0, 1.0, 0.0)
*/
@Vector4Parameter("Gain")
var gain: Vector4 by parameters
/**
* noise bias per channel, default is Vector4(0.0, 0.0, 0.0, 1.0)
*/
@Vector4Parameter("Bias")
var bias: Vector4 by parameters
/**
* is the noise monochrome, default is true
*/
@BooleanParameter("Monochrome")
var monochrome: Boolean by parameters
/**
* noise seed, feed it with time to animate
*/
@DoubleParameter("Seed", 0.0, 1000.0)
var seed: Double by parameters
init {
monochrome = true
gain = Vector4(1.0, 1.0, 1.0, 0.0)
bias = Vector4(0.0, 0.0, 0.0, 1.0)
seed = 0.0
}
}

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@@ -1,271 +0,0 @@
//package org.openrndr.extra.noise.filters
//
//import org.openrndr.color.ColorRGBa
//import org.openrndr.draw.Filter
//import org.openrndr.draw.filterShaderFromUrl
//import org.openrndr.extra.parameters.*
//import org.openrndr.math.Vector2
//import org.openrndr.math.Vector3
//import org.openrndr.math.Vector4
//import org.openrndr.resourceUrl
//
///**
// * Hash noise filter that produces white-noise-like noise.
// */
//class HashNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/hash-noise.frag"))) {
// /**
// * noise gain per channel, default is Vector4(1.0, 1.0, 1.0, 0.0)
// */
// var gain: Vector4 by parameters
//
// /**
// * noise bias per channel, default is Vector4(0.0, 0.0, 0.0, 1.0)
// */
// var bias: Vector4 by parameters
//
// /**
// * is the noise monochrome, default is true
// */
// @BooleanParameter("Monochrome")
// var monochrome: Boolean by parameters
//
// /**
// * noise seed, feed it with time to animate
// */
// @DoubleParameter("Seed", 0.0, 10000.0)
// var seed: Double by parameters
//
// init {
// monochrome = true
// gain = Vector4(1.0, 1.0, 1.0, 0.0)
// bias = Vector4(0.0, 0.0, 0.0, 1.0)
// seed = 0.0
// }
//}
//
///**
// * Speckle noise filter
// */
//class SpeckleNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/speckle-noise.frag"))) {
//
// /**
// * The color of the generated speckles
// */
// @ColorParameter("Color")
// var color: ColorRGBa by parameters
//
// /**
// * Density of the speckles, default is 0.1, min, 0.0, max is 1.0
// */
// @DoubleParameter("Density", 0.0, 1.0)
// var density: Double by parameters
//
//
// /**
// * Noisiness of the generated speckles, default is 0.0, min is 0.0, max is 1.0
// */
// @DoubleParameter("Noise", 0.0, 1.0)
// var noise: Double by parameters
//
// /**
// * should the output colors be multiplied by the alpha channel, default is true
// */
// var premultipliedAlpha: Boolean by parameters
//
// /**
// * noise seed, feed it with time to animate
// */
// @DoubleParameter("Seed", 0.0, 10000.0)
// var seed: Double by parameters
//
// init {
// density = 0.1
// color = ColorRGBa.WHITE
// seed = 0.0
// noise = 0.0
// premultipliedAlpha = true
// }
//}
//
///**
// * Filter that produces cell or Voronoi noise
// */
//class CellNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/cell-noise.frag"))) {
// var seed: Vector2 by parameters
//
// /**
// * base noise scale, default is Vector2(1.0, 1.0)
// */
// var scale: Vector2 by parameters
//
// /**
// * lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
// */
// var lacunarity: Vector2 by parameters
//
// /**
// * gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
// */
// var gain: Vector4 by parameters
//
// /**
// * decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
// */
// var decay: Vector4 by parameters
//
// /**
// * the number of octaves of noise to generate, default is 4
// */
// @IntParameter("Octaves", 1, 8)
// var octaves: Int by parameters
//
// /**
// * the value to add to the resulting noise
// */
// var bias: Vector4 by parameters
//
// /**
// * should the output colors be multiplied by the alpha channel, default is true
// */
// var premultipliedAlpha: Boolean by parameters
//
// init {
// seed = Vector2.ZERO
// scale = Vector2.ONE
// lacunarity = Vector2(2.0, 2.0)
// gain = Vector4.ONE
// decay = Vector4.ONE / 2.0
// octaves = 4
// bias = Vector4.ZERO
// premultipliedAlpha = true
// }
//}
//
///**
// * Filter that produces value noise
// */
//class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/value-noise.frag"))) {
// @DoubleParameter("Seed", 0.0, 10000.0)
// var seed: Vector2 by parameters
//
// /**
// * base noise scale, default is Vector2(1.0, 1.0)
// */
// var scale: Vector2 by parameters
//
// /**
// * lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
// */
// var lacunarity: Vector2 by parameters
//
// /**
// * gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
// */
// var gain: Vector4 by parameters
//
// /**
// * decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
// */
// var decay: Vector4 by parameters
//
// /**
// * the number of octaves of noise to generate, default is 4
// */
// @IntParameter("Octaves", 1, 8)
// var octaves: Int by parameters
//
// /**
// * the value to add to the resulting noise
// */
// var bias: Vector4 by parameters
//
// /**
// * should the output colors be multiplied by the alpha channel, default is true
// */
// var premultipliedAlpha: Boolean by parameters
//
// init {
// seed = Vector2.ZERO
// scale = Vector2.ONE
// lacunarity = Vector2(2.0, 2.0)
// gain = Vector4.ONE
// decay = Vector4.ONE / 2.0
// octaves = 4
// bias = Vector4.ZERO
// premultipliedAlpha = true
// }
//}
//
///**
// * Filter that produces 3D Simplex Noise
// */
//@Description("Simplex Noise")
//class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/simplex-noise-3d.frag"))) {
// var seed: Vector3 by parameters
//
// /**
// * base noise scale, default is Vector3(1.0, 1.0, 1.0)
// */
// var scale: Vector3 by parameters
//
// /**
// * lacunarity is the amount by which scale is modulated per octave, default is Vector3(2.0, 2.0, 2.0)
// */
// var lacunarity: Vector3 by parameters
//
// /**
// * gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
// */
// var gain: Vector4 by parameters
//
// /**
// * decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
// */
// var decay: Vector4 by parameters
//
// /**
// * the number of octaves of noise to generate, default is 4
// */
// @IntParameter("Octaves", 1, 8)
// var octaves: Int by parameters
//
// /**
// * the value to add to the resulting noise
// */
// var bias: Vector4 by parameters
//
// /**
// * should the output colors be multiplied by the alpha channel, default is true
// */
// @BooleanParameter("Premultiplied alpha")
// var premultipliedAlpha: Boolean by parameters
//
// init {
// seed = Vector3.ZERO
// scale = Vector3.ONE
// lacunarity = Vector3(2.0, 2.0, 2.0)
// gain = Vector4.ONE / 2.0
// decay = Vector4.ONE / 2.0
// octaves = 4
// bias = Vector4.ONE / 2.0
// premultipliedAlpha = true
// }
//}
//
//
///**
// * Filter for Worley Noise
// */
//@Description("Worley Noise")
//class WorleyNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/worley-noise.frag"))) {
// @DoubleParameter("Scale", 0.1, 200.0)
// var scale: Double by parameters
//
// @BooleanParameter("Premultiplied alpha")
// var premultipliedAlpha: Boolean by parameters
//
// init {
// premultipliedAlpha = true
// scale = 5.0
// }
//}

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@@ -0,0 +1,71 @@
package org.openrndr.extra.noise.filters
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromCode
import org.openrndr.extra.parameters.*
import org.openrndr.extra.shaderphrases.preprocess
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
/**
* Filter that produces 3D Simplex Noise
*/
@Description("Simplex Noise")
class SimplexNoise3D : Filter(filterShaderFromCode(run {
noise_simplex3D.preprocess()
}, "simplex-noise-3d")) {
var seed: Vector3 by parameters
/**
* base noise scale, default is Vector3(1.0, 1.0, 1.0)
*/
@Vector3Parameter("Scale", 0.0, 5.0)
var scale: Vector3 by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector3(2.0, 2.0, 2.0)
*/
@Vector3Parameter("Lacunarity", 0.0, 5.0)
var lacunarity: Vector3 by parameters
/**
* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
*/
@Vector4Parameter("Gain", 0.0, 1.0)
var gain: Vector4 by parameters
/**
* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
*/
@Vector4Parameter("Decay", 0.0, 1.0)
var decay: Vector4 by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("Octaves", 1, 8)
var octaves: Int by parameters
/**
* the value to add to the resulting noise
*/
@Vector4Parameter("Bias", -1.0, 1.0)
var bias: Vector4 by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
@BooleanParameter("Premultiplied alpha")
var premultipliedAlpha: Boolean by parameters
init {
seed = Vector3.ZERO
scale = Vector3.ONE
lacunarity = Vector3(2.0, 2.0, 2.0)
gain = Vector4.ONE / 2.0
decay = Vector4.ONE / 2.0
octaves = 4
bias = Vector4.ONE / 2.0
premultipliedAlpha = true
}
}

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@@ -0,0 +1,55 @@
package org.openrndr.extra.noise.filters
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromCode
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.extra.shaderphrases.preprocess
/**
* Speckle noise filter
*/
@Description("Speckle Noise")
class SpeckleNoise : Filter(filterShaderFromCode(run {
noise_speckle.preprocess()
}, "speckle-noise")) {
/**
* The color of the generated speckles
*/
@ColorParameter("Color")
var color: ColorRGBa by parameters
/**
* Density of the speckles, default is 0.1, min, 0.0, max is 1.0
*/
@DoubleParameter("Density", 0.0, 1.0)
var density: Double by parameters
/**
* Noisiness of the generated speckles, default is 0.0, min is 0.0, max is 1.0
*/
@DoubleParameter("Noise", 0.0, 1.0)
var noise: Double by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
/**
* noise seed, feed it with time to animate
*/
@DoubleParameter("Seed", 0.0, 1000.0)
var seed: Double by parameters
init {
density = 0.1
color = ColorRGBa.WHITE
seed = 0.0
noise = 0.0
premultipliedAlpha = true
}
}

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@@ -0,0 +1,71 @@
package org.openrndr.extra.noise.filters
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromCode
import org.openrndr.extra.parameters.*
import org.openrndr.extra.shaderphrases.preprocess
import org.openrndr.math.Vector2
import org.openrndr.math.Vector4
/**
* Filter that produces value noise
*/
@Description("Value Noise")
class ValueNoise : Filter(filterShaderFromCode(run {
noise_value.preprocess()
}, "value-noise")) {
@Vector2Parameter("Seed", 0.0, 10000.0)
var seed: Vector2 by parameters
/**
* base noise scale, default is Vector2(1.0, 1.0)
*/
@Vector2Parameter("Scale", 0.0, 5.0)
var scale: Vector2 by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
*/
@Vector2Parameter("Lacunarity", 0.0, 5.0)
var lacunarity: Vector2 by parameters
/**
* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
*/
@Vector4Parameter("Gain", 0.0, 1.0)
var gain: Vector4 by parameters
/**
* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
*/
@Vector4Parameter("Decay", 0.0, 1.0)
var decay: Vector4 by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("Octaves", 1, 8)
var octaves: Int by parameters
/**
* the value to add to the resulting noise
*/
@Vector4Parameter("Bias", -1.0, 1.0)
var bias: Vector4 by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
init {
seed = Vector2.ZERO
scale = Vector2.ONE
lacunarity = Vector2(2.0, 2.0)
gain = Vector4.ONE
decay = Vector4.ONE / 2.0
octaves = 4
bias = Vector4.ZERO
premultipliedAlpha = true
}
}

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@@ -0,0 +1,30 @@
package org.openrndr.extra.noise.filters
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromCode
import org.openrndr.extra.parameters.*
import org.openrndr.extra.shaderphrases.preprocess
import org.openrndr.math.Vector2
/**
* Filter for Worley Noise
*/
@Description("Worley Noise")
class WorleyNoise : Filter(filterShaderFromCode(run {
noise_worley.preprocess()
}, "worley-noise")) {
@DoubleParameter("Scale", 0.1, 200.0)
var scale: Double by parameters
@BooleanParameter("Premultiplied alpha")
var premultipliedAlpha: Boolean by parameters
@Vector2Parameter("Offset")
var offset: Vector2 by parameters
init {
premultipliedAlpha = true
scale = 5.0
offset = Vector2.ZERO
}
}

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@@ -1,15 +1,9 @@
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.LineJoin
import org.openrndr.extensions.SingleScreenshot
import org.openrndr.extra.noise.perturb
import org.openrndr.extra.noise.simplex
import org.openrndr.extra.noise.simplex1D
import org.openrndr.extra.noise.simplex2D
import org.openrndr.extra.noise.gradient
import org.openrndr.extra.noise.simplex3D
import org.openrndr.extra.noise.withVector2Output
import org.openrndr.extra.noise.gradient
import org.openrndr.shape.contour
fun main() = application {
configure {

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@@ -0,0 +1,66 @@
import org.openrndr.application
import org.openrndr.draw.colorBuffer
import org.openrndr.extra.noise.filters.*
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
import kotlin.math.sin
/**
* Render existing GLSL noise algorithms side by side.
* Re-use the same color buffer for the rendering.
* Not all noise properties are used. Explore each noise class
* to find out more adjustable properties.
* The noise color can be set using a `color` or a `gain` property.
*/
fun main() = application {
program {
val noises = listOf(
HashNoise(), SpeckleNoise(), CellNoise(),
ValueNoise(), SimplexNoise3D(), WorleyNoise()
)
val img = colorBuffer(width / noises.size, height * 8 / 10)
extend {
val seed = seconds * 0.1
val scale = 1.0 + sin(seed) * 0.5
noises.forEach { noise ->
when (noise) {
is HashNoise -> {
noise.seed = seed
noise.gain = Vector4(0.5 + sin(seconds) * 0.5)
noise.monochrome = frameCount % 100 < 50
}
is SpeckleNoise -> {
noise.seed = seed
noise.density = 0.1 + sin(seconds) * 0.1
}
is CellNoise -> {
noise.seed = Vector2(seed)
noise.scale = Vector2(scale)
}
is ValueNoise -> {
noise.seed = Vector2(seed)
noise.scale = Vector2(scale)
noise.gain = Vector4(0.5)
}
is SimplexNoise3D -> {
noise.seed = Vector3(seed)
noise.scale = Vector3(scale)
}
is WorleyNoise -> {
noise.scale = scale
noise.offset = Vector2(seed)
}
}
noise.apply(emptyArray(), img)
drawer.image(img)
drawer.translate(
width / noises.size * 1.0,
height * 2 / 10 / (noises.size - 1.0)
)
}
}
}
}

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@@ -0,0 +1,34 @@
import org.openrndr.application
import org.openrndr.draw.colorBuffer
import org.openrndr.extra.gui.GUI
import org.openrndr.extra.noise.filters.*
/**
* Render existing GLSL noise algorithms side by side.
* Use the GUI to explore the effects.
*/
fun main() = application {
configure {
width = 200 * 6 + 200
height = 500
}
program {
val noises = listOf(
HashNoise(), SpeckleNoise(), CellNoise(),
ValueNoise(), SimplexNoise3D(), WorleyNoise()
)
val img = colorBuffer(200, 460)
val gui = GUI()
noises.forEach { gui.add(it) }
extend(gui)
extend {
noises.forEachIndexed { i, noise ->
noise.apply(emptyArray(), img)
drawer.image(img, 200.0 + i * 200.0, 20.0)
}
}
}
}

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@@ -0,0 +1,47 @@
import org.openrndr.application
import org.openrndr.color.rgb
import org.openrndr.draw.colorBuffer
import org.openrndr.extra.noise.Random
import org.openrndr.extra.noise.filters.*
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
import kotlin.math.sin
/**
* A sine oscillator with randomized parameters
*/
class SinOsc {
private val freq = Random.double(0.1, 2.0)
private val phase = Random.double(0.0, 6.28)
private val add = Random.double(0.0, 1.0)
private val mul = Random.double(0.0, 1.0 - add)
operator fun invoke() = sin(System.currentTimeMillis() * 0.0001 * freq + phase) * mul + add
}
/**
* Render an animated Simplex3D texture using shaders.
*
* The uniforms in the shader are controlled by
* randomized sine oscillators.
*/
fun main() = application {
program {
val noise = SimplexNoise3D()
val img = colorBuffer(width, height)
val wav = List(21) { SinOsc() }
extend {
noise.seed = Vector3(wav[0](), wav[1](), wav[2]()) // = position
noise.scale = Vector3(wav[3](), wav[4](), wav[5]())
noise.lacunarity = Vector3(wav[6](), wav[7](), wav[8]())
noise.gain = Vector4(wav[9](), wav[10](), wav[11](), wav[12]())
noise.decay = Vector4(wav[13](), wav[14](), wav[15](), wav[16]())
noise.octaves = 4
noise.bias = Vector4(wav[17](), wav[18](), wav[19](), wav[20]())
noise.apply(emptyArray(), img)
drawer.clear(rgb(0.20, 0.18, 0.16))
drawer.image(img)
}
}
}

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// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
float cell(vec2 p) {
vec2 ip = floor(p);
p = fract(p);
float d = 1.0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
vec2 cellRef = vec2(i, j);
vec2 offset = hash22(ip + cellRef);
vec2 r = cellRef + offset - p;
float d2 = dot(r, r);
d = min(d, d2);
}
}
return d;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 _scale = scale;
for (int o = 0; o < octaves; ++o) {
result += cell((v_texCoord0+seed) * _scale) * _gain;
_scale *= lacunarity;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform bool monochrome;
uniform float seed;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
void main() {
vec2 vseed = vec2(seed);
if (!monochrome) {
o_output.rg = hash22(vseed + v_texCoord0) * gain.rg + bias.rg;
o_output.ba = hash22(vseed + v_texCoord0+vec2(1.0, 1.0)) * gain.ba + bias.ba;
} else {
float c = hash22(vseed + v_texCoord0).r;
o_output = c * gain + bias;
}
}

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// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec3 seed;
uniform vec3 scale;
uniform vec3 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
// Simplex Noise 3D Implementation
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// 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
//
//
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;
}
float snoise(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) ) );
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec3 shift = vec3(100);
vec3 uv = vec3(v_texCoord0, 1.0) * 2.0 - 1.0;
vec3 x = ((uv + seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += snoise(x) * _gain;
x = x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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// uniforms
uniform float seed;
uniform float density;
uniform vec4 color;
uniform bool premultipliedAlpha;
uniform float noise;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
void main() {
vec2 vseed = vec2(seed);
vec2 hash = hash22(v_texCoord0 + seed);
float t = hash.x;
vec4 result = vec4(0.0);
if (t < density) {
vec4 noisyColor = vec4(color.rgb * mix(1.0, hash.y, noise), color.a);
result = noisyColor;
}
o_output = result;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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// based on https://www.shadertoy.com/view/4dS3Wd
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 shift = vec2(100);
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
vec2 x = ((v_texCoord0+seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += noise(x) * _gain;
x = rot * x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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// uniforms
uniform float scale;
uniform vec2 offset;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec3 permute(vec3 x) {
return mod((34.0 * x + 1.0) * x, 289.0);
}
vec3 dist(vec3 x, vec3 y, bool manhattanDistance) {
return manhattanDistance ? abs(x) + abs(y) : (x * x + y * y);
}
vec2 worley(vec2 P, float jitter, bool manhattanDistance) {
float K= 0.142857142857; // 1/7
float Ko= 0.428571428571 ;// 3/7
vec2 Pi = mod(floor(P), 289.0);
vec2 Pf = fract(P);
vec3 oi = vec3(-1.0, 0.0, 1.0);
vec3 of = vec3(-0.5, 0.5, 1.5);
vec3 px = permute(Pi.x + oi);
vec3 p = permute(px.x + Pi.y + oi); // p11, p12, p13
vec3 ox = fract(p*K) - Ko;
vec3 oy = mod(floor(p*K),7.0)*K - Ko;
vec3 dx = Pf.x + 0.5 + jitter*ox;
vec3 dy = Pf.y - of + jitter*oy;
vec3 d1 = dist(dx,dy, manhattanDistance); // d11, d12 and d13, squared
p = permute(px.y + Pi.y + oi); // p21, p22, p23
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 0.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d2 = dist(dx,dy, manhattanDistance); // d21, d22 and d23, squared
p = permute(px.z + Pi.y + oi); // p31, p32, p33
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 1.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d3 = dist(dx,dy, manhattanDistance); // d31, d32 and d33, squared
// Sort out the two smallest distances (F1, F2)
vec3 d1a = min(d1, d2);
d2 = max(d1, d2); // Swap to keep candidates for F2
d2 = min(d2, d3); // neither F1 nor F2 are now in d3
d1 = min(d1a, d2); // F1 is now in d1
d2 = max(d1a, d2); // Swap to keep candidates for F2
d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
d1.y = min(d1.y, d1.z); // nor in d1.z
d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
return sqrt(d1.xy);
}
void main() {
vec2 F = worley(v_texCoord0 * scale + offset, 1.0, false);
float F1 = F.x;
float F2 = F.y;
o_output = vec4(vec3(F2 - F1), 1.0);
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}