[orx-noise] Bring back GLSL NoiseFilters.kt (#277)
This commit is contained in:
@@ -4,6 +4,14 @@ plugins {
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org.openrndr.extra.convention.`kotlin-multiplatform`
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}
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val embedShaders = tasks.register<EmbedShadersTask>("embedShaders") {
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inputDir.set(file("$projectDir/src/shaders/glsl"))
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outputDir.set(file("$buildDir/generated/shaderKotlin"))
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defaultPackage.set("org.openrndr.extra.noise.filters")
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defaultVisibility.set("internal")
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namePrefix.set("noise_")
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}.get()
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kotlin {
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jvm {
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@Suppress("UNUSED_VARIABLE")
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@@ -22,6 +30,10 @@ kotlin {
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}
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sourceSets {
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val shaderKotlin by creating {
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this.kotlin.srcDir(embedShaders.outputDir)
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}
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@Suppress("UNUSED_VARIABLE")
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val commonMain by getting {
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dependencies {
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@@ -29,7 +41,11 @@ kotlin {
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implementation(libs.openrndr.shape)
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implementation(libs.openrndr.draw)
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implementation(project(":orx-hash-grid"))
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implementation(project(":orx-parameters"))
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implementation(project(":orx-shader-phrases"))
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api(shaderKotlin.kotlin)
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}
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dependsOn(shaderKotlin)
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}
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@@ -46,6 +62,8 @@ kotlin {
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val jvmDemo by getting {
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dependencies {
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implementation(project(":orx-hash-grid"))
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implementation(project(":orx-noise"))
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implementation(project(":orx-jvm:orx-gui"))
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}
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}
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}
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71
orx-noise/src/commonMain/kotlin/filters/CellNoise.kt
Normal file
71
orx-noise/src/commonMain/kotlin/filters/CellNoise.kt
Normal file
@@ -0,0 +1,71 @@
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package org.openrndr.extra.noise.filters
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import org.openrndr.draw.Filter
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import org.openrndr.draw.filterShaderFromCode
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import org.openrndr.extra.parameters.*
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import org.openrndr.extra.shaderphrases.preprocess
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector4
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/**
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* Filter that produces cell or Voronoi noise
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*/
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@Description("Cell Noise")
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class CellNoise : Filter(filterShaderFromCode(run {
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noise_cell.preprocess()
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}, "cell-noise")) {
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@Vector2Parameter("Seed", -10.0, 10.0)
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var seed: Vector2 by parameters
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/**
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* base noise scale, default is Vector2(1.0, 1.0)
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*/
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@Vector2Parameter("Scale", 0.01, 10.0)
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var scale: Vector2 by parameters
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/**
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* lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
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*/
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@Vector2Parameter("Lacunarity", 0.1, 5.0)
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var lacunarity: Vector2 by parameters
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/**
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* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
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*/
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@Vector4Parameter("Gain", 0.0, 1.0)
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var gain: Vector4 by parameters
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/**
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* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
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*/
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@Vector4Parameter("Decay", 0.0, 1.0)
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var decay: Vector4 by parameters
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/**
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* the number of octaves of noise to generate, default is 4
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*/
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@IntParameter("Octaves", 1, 8)
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var octaves: Int by parameters
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/**
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* the value to add to the resulting noise
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*/
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@Vector4Parameter("Bias", -1.0, 1.0)
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var bias: Vector4 by parameters
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/**
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* should the output colors be multiplied by the alpha channel, default is true
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*/
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var premultipliedAlpha: Boolean by parameters
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init {
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seed = Vector2.ZERO
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scale = Vector2.ONE
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lacunarity = Vector2(2.0, 2.0)
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gain = Vector4.ONE
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decay = Vector4.ONE / 2.0
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octaves = 4
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bias = Vector4.ZERO
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premultipliedAlpha = true
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}
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}
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48
orx-noise/src/commonMain/kotlin/filters/HashNoise.kt
Normal file
48
orx-noise/src/commonMain/kotlin/filters/HashNoise.kt
Normal file
@@ -0,0 +1,48 @@
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package org.openrndr.extra.noise.filters
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import org.openrndr.draw.Filter
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import org.openrndr.draw.filterShaderFromCode
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import org.openrndr.extra.parameters.*
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import org.openrndr.extra.shaderphrases.preprocess
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import org.openrndr.math.Vector4
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/**
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* Hash noise filter that produces white-noise-like noise.
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*/
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@Description("Hash Noise")
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class HashNoise : Filter(filterShaderFromCode(run {
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noise_hash.preprocess()
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}, "hash-noise")) {
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/**
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* noise gain per channel, default is Vector4(1.0, 1.0, 1.0, 0.0)
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*/
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@Vector4Parameter("Gain")
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var gain: Vector4 by parameters
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/**
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* noise bias per channel, default is Vector4(0.0, 0.0, 0.0, 1.0)
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*/
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@Vector4Parameter("Bias")
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var bias: Vector4 by parameters
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/**
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* is the noise monochrome, default is true
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*/
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@BooleanParameter("Monochrome")
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var monochrome: Boolean by parameters
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/**
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* noise seed, feed it with time to animate
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*/
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@DoubleParameter("Seed", 0.0, 1000.0)
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var seed: Double by parameters
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init {
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monochrome = true
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gain = Vector4(1.0, 1.0, 1.0, 0.0)
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bias = Vector4(0.0, 0.0, 0.0, 1.0)
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seed = 0.0
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}
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}
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@@ -1,271 +0,0 @@
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//package org.openrndr.extra.noise.filters
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//
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//import org.openrndr.color.ColorRGBa
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//import org.openrndr.draw.Filter
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//import org.openrndr.draw.filterShaderFromUrl
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//import org.openrndr.extra.parameters.*
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//import org.openrndr.math.Vector2
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//import org.openrndr.math.Vector3
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//import org.openrndr.math.Vector4
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//import org.openrndr.resourceUrl
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//
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///**
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// * Hash noise filter that produces white-noise-like noise.
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// */
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//class HashNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/hash-noise.frag"))) {
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// /**
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// * noise gain per channel, default is Vector4(1.0, 1.0, 1.0, 0.0)
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// */
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// var gain: Vector4 by parameters
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//
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// /**
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// * noise bias per channel, default is Vector4(0.0, 0.0, 0.0, 1.0)
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// */
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// var bias: Vector4 by parameters
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//
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// /**
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// * is the noise monochrome, default is true
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// */
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// @BooleanParameter("Monochrome")
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// var monochrome: Boolean by parameters
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//
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// /**
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// * noise seed, feed it with time to animate
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// */
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// @DoubleParameter("Seed", 0.0, 10000.0)
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// var seed: Double by parameters
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//
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// init {
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// monochrome = true
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// gain = Vector4(1.0, 1.0, 1.0, 0.0)
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// bias = Vector4(0.0, 0.0, 0.0, 1.0)
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// seed = 0.0
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// }
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//}
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//
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///**
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// * Speckle noise filter
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// */
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//class SpeckleNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/speckle-noise.frag"))) {
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//
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// /**
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// * The color of the generated speckles
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// */
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// @ColorParameter("Color")
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// var color: ColorRGBa by parameters
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//
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// /**
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// * Density of the speckles, default is 0.1, min, 0.0, max is 1.0
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// */
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// @DoubleParameter("Density", 0.0, 1.0)
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// var density: Double by parameters
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//
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//
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// /**
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// * Noisiness of the generated speckles, default is 0.0, min is 0.0, max is 1.0
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// */
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// @DoubleParameter("Noise", 0.0, 1.0)
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// var noise: Double by parameters
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//
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// /**
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// * should the output colors be multiplied by the alpha channel, default is true
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// */
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// var premultipliedAlpha: Boolean by parameters
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//
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// /**
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// * noise seed, feed it with time to animate
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// */
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// @DoubleParameter("Seed", 0.0, 10000.0)
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// var seed: Double by parameters
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//
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// init {
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// density = 0.1
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// color = ColorRGBa.WHITE
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// seed = 0.0
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// noise = 0.0
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// premultipliedAlpha = true
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// }
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//}
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//
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///**
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// * Filter that produces cell or Voronoi noise
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// */
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//class CellNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/cell-noise.frag"))) {
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// var seed: Vector2 by parameters
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//
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// /**
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// * base noise scale, default is Vector2(1.0, 1.0)
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// */
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// var scale: Vector2 by parameters
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//
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// /**
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// * lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
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// */
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// var lacunarity: Vector2 by parameters
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//
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// /**
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// * gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
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// */
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// var gain: Vector4 by parameters
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//
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// /**
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// * decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
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// */
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// var decay: Vector4 by parameters
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//
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// /**
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// * the number of octaves of noise to generate, default is 4
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// */
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// @IntParameter("Octaves", 1, 8)
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// var octaves: Int by parameters
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//
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// /**
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// * the value to add to the resulting noise
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// */
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// var bias: Vector4 by parameters
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//
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// /**
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// * should the output colors be multiplied by the alpha channel, default is true
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// */
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// var premultipliedAlpha: Boolean by parameters
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//
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// init {
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// seed = Vector2.ZERO
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// scale = Vector2.ONE
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// lacunarity = Vector2(2.0, 2.0)
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// gain = Vector4.ONE
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// decay = Vector4.ONE / 2.0
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// octaves = 4
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// bias = Vector4.ZERO
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// premultipliedAlpha = true
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// }
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//}
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//
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///**
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// * Filter that produces value noise
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// */
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//class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/value-noise.frag"))) {
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// @DoubleParameter("Seed", 0.0, 10000.0)
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// var seed: Vector2 by parameters
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//
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// /**
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// * base noise scale, default is Vector2(1.0, 1.0)
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// */
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// var scale: Vector2 by parameters
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//
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// /**
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// * lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
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// */
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// var lacunarity: Vector2 by parameters
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//
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// /**
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// * gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
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// */
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// var gain: Vector4 by parameters
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//
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// /**
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// * decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
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// */
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// var decay: Vector4 by parameters
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//
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// /**
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// * the number of octaves of noise to generate, default is 4
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// */
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// @IntParameter("Octaves", 1, 8)
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// var octaves: Int by parameters
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//
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// /**
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// * the value to add to the resulting noise
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// */
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// var bias: Vector4 by parameters
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//
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// /**
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// * should the output colors be multiplied by the alpha channel, default is true
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// */
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// var premultipliedAlpha: Boolean by parameters
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//
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// init {
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// seed = Vector2.ZERO
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// scale = Vector2.ONE
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// lacunarity = Vector2(2.0, 2.0)
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// gain = Vector4.ONE
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// decay = Vector4.ONE / 2.0
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// octaves = 4
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// bias = Vector4.ZERO
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// premultipliedAlpha = true
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// }
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//}
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//
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///**
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// * Filter that produces 3D Simplex Noise
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// */
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//@Description("Simplex Noise")
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//class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/simplex-noise-3d.frag"))) {
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// var seed: Vector3 by parameters
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//
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// /**
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// * base noise scale, default is Vector3(1.0, 1.0, 1.0)
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// */
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// var scale: Vector3 by parameters
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//
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// /**
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// * lacunarity is the amount by which scale is modulated per octave, default is Vector3(2.0, 2.0, 2.0)
|
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// */
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// var lacunarity: Vector3 by parameters
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//
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// /**
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// * gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
|
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// */
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||||
// var gain: Vector4 by parameters
|
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//
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// /**
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// * decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
|
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// */
|
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// var decay: Vector4 by parameters
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//
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// /**
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// * the number of octaves of noise to generate, default is 4
|
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// */
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// @IntParameter("Octaves", 1, 8)
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// var octaves: Int by parameters
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//
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// /**
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// * the value to add to the resulting noise
|
||||
// */
|
||||
// var bias: Vector4 by parameters
|
||||
//
|
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// /**
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// * should the output colors be multiplied by the alpha channel, default is true
|
||||
// */
|
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// @BooleanParameter("Premultiplied alpha")
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// var premultipliedAlpha: Boolean by parameters
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//
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// init {
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// seed = Vector3.ZERO
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||||
// scale = Vector3.ONE
|
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// lacunarity = Vector3(2.0, 2.0, 2.0)
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// gain = Vector4.ONE / 2.0
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// decay = Vector4.ONE / 2.0
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||||
// octaves = 4
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// bias = Vector4.ONE / 2.0
|
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// premultipliedAlpha = true
|
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// }
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//}
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//
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||||
//
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///**
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// * Filter for Worley Noise
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// */
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//@Description("Worley Noise")
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//class WorleyNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/worley-noise.frag"))) {
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// @DoubleParameter("Scale", 0.1, 200.0)
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// var scale: Double by parameters
|
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//
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// @BooleanParameter("Premultiplied alpha")
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// var premultipliedAlpha: Boolean by parameters
|
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//
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// init {
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// premultipliedAlpha = true
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// scale = 5.0
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// }
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//}
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71
orx-noise/src/commonMain/kotlin/filters/SimplexNoise3D.kt
Normal file
71
orx-noise/src/commonMain/kotlin/filters/SimplexNoise3D.kt
Normal file
@@ -0,0 +1,71 @@
|
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package org.openrndr.extra.noise.filters
|
||||
|
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import org.openrndr.draw.Filter
|
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import org.openrndr.draw.filterShaderFromCode
|
||||
import org.openrndr.extra.parameters.*
|
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import org.openrndr.extra.shaderphrases.preprocess
|
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import org.openrndr.math.Vector3
|
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import org.openrndr.math.Vector4
|
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|
||||
/**
|
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* Filter that produces 3D Simplex Noise
|
||||
*/
|
||||
@Description("Simplex Noise")
|
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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
|
||||
}
|
||||
}
|
||||
55
orx-noise/src/commonMain/kotlin/filters/SpeckleNoise.kt
Normal file
55
orx-noise/src/commonMain/kotlin/filters/SpeckleNoise.kt
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
71
orx-noise/src/commonMain/kotlin/filters/ValueNoise.kt
Normal file
71
orx-noise/src/commonMain/kotlin/filters/ValueNoise.kt
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
30
orx-noise/src/commonMain/kotlin/filters/WorleyNoise.kt
Normal file
30
orx-noise/src/commonMain/kotlin/filters/WorleyNoise.kt
Normal file
@@ -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
|
||||
}
|
||||
}
|
||||
@@ -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 {
|
||||
|
||||
66
orx-noise/src/demo/kotlin/DemoNoisesGLSL.kt
Normal file
66
orx-noise/src/demo/kotlin/DemoNoisesGLSL.kt
Normal file
@@ -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)
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
34
orx-noise/src/demo/kotlin/DemoNoisesGLSLGui.kt
Normal file
34
orx-noise/src/demo/kotlin/DemoNoisesGLSLGui.kt
Normal file
@@ -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)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
47
orx-noise/src/demo/kotlin/DemoSimplexGLSL.kt
Normal file
47
orx-noise/src/demo/kotlin/DemoSimplexGLSL.kt
Normal file
@@ -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)
|
||||
}
|
||||
}
|
||||
}
|
||||
54
orx-noise/src/shaders/glsl/noise/cell.frag
Normal file
54
orx-noise/src/shaders/glsl/noise/cell.frag
Normal file
@@ -0,0 +1,54 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
29
orx-noise/src/shaders/glsl/noise/hash.frag
Normal file
29
orx-noise/src/shaders/glsl/noise/hash.frag
Normal file
@@ -0,0 +1,29 @@
|
||||
// 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;
|
||||
}
|
||||
|
||||
}
|
||||
139
orx-noise/src/shaders/glsl/noise/simplex3D.frag
Normal file
139
orx-noise/src/shaders/glsl/noise/simplex3D.frag
Normal file
@@ -0,0 +1,139 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
33
orx-noise/src/shaders/glsl/noise/speckle.frag
Normal file
33
orx-noise/src/shaders/glsl/noise/speckle.frag
Normal file
@@ -0,0 +1,33 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
52
orx-noise/src/shaders/glsl/noise/value.frag
Normal file
52
orx-noise/src/shaders/glsl/noise/value.frag
Normal file
@@ -0,0 +1,52 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
72
orx-noise/src/shaders/glsl/noise/worley.frag
Normal file
72
orx-noise/src/shaders/glsl/noise/worley.frag
Normal file
@@ -0,0 +1,72 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user