[orx-noise] Bring back GLSL NoiseFilters.kt (#277)
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72
orx-noise/src/shaders/glsl/noise/worley.frag
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72
orx-noise/src/shaders/glsl/noise/worley.frag
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// uniforms
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uniform float scale;
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uniform vec2 offset;
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uniform bool premultipliedAlpha;
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// varyings
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in vec2 v_texCoord0;
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// outputs
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out vec4 o_output;
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vec3 permute(vec3 x) {
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return mod((34.0 * x + 1.0) * x, 289.0);
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}
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vec3 dist(vec3 x, vec3 y, bool manhattanDistance) {
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return manhattanDistance ? abs(x) + abs(y) : (x * x + y * y);
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}
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vec2 worley(vec2 P, float jitter, bool manhattanDistance) {
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float K= 0.142857142857; // 1/7
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float Ko= 0.428571428571 ;// 3/7
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vec2 Pi = mod(floor(P), 289.0);
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vec2 Pf = fract(P);
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vec3 oi = vec3(-1.0, 0.0, 1.0);
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vec3 of = vec3(-0.5, 0.5, 1.5);
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vec3 px = permute(Pi.x + oi);
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vec3 p = permute(px.x + Pi.y + oi); // p11, p12, p13
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vec3 ox = fract(p*K) - Ko;
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vec3 oy = mod(floor(p*K),7.0)*K - Ko;
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vec3 dx = Pf.x + 0.5 + jitter*ox;
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vec3 dy = Pf.y - of + jitter*oy;
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vec3 d1 = dist(dx,dy, manhattanDistance); // d11, d12 and d13, squared
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p = permute(px.y + Pi.y + oi); // p21, p22, p23
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ox = fract(p*K) - Ko;
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oy = mod(floor(p*K),7.0)*K - Ko;
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dx = Pf.x - 0.5 + jitter*ox;
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dy = Pf.y - of + jitter*oy;
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vec3 d2 = dist(dx,dy, manhattanDistance); // d21, d22 and d23, squared
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p = permute(px.z + Pi.y + oi); // p31, p32, p33
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ox = fract(p*K) - Ko;
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oy = mod(floor(p*K),7.0)*K - Ko;
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dx = Pf.x - 1.5 + jitter*ox;
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dy = Pf.y - of + jitter*oy;
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vec3 d3 = dist(dx,dy, manhattanDistance); // d31, d32 and d33, squared
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// Sort out the two smallest distances (F1, F2)
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vec3 d1a = min(d1, d2);
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d2 = max(d1, d2); // Swap to keep candidates for F2
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d2 = min(d2, d3); // neither F1 nor F2 are now in d3
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d1 = min(d1a, d2); // F1 is now in d1
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d2 = max(d1a, d2); // Swap to keep candidates for F2
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d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
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d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
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d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
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d1.y = min(d1.y, d1.z); // nor in d1.z
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d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
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return sqrt(d1.xy);
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}
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void main() {
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vec2 F = worley(v_texCoord0 * scale + offset, 1.0, false);
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float F1 = F.x;
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float F2 = F.y;
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o_output = vec4(vec3(F2 - F1), 1.0);
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if (premultipliedAlpha) {
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o_output.rgb *= o_output.a;
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}
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}
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