[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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// 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;
}
}