Add Simplex Noise 3D filter
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@@ -4,6 +4,7 @@ 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.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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@@ -184,4 +185,57 @@ class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/n
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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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* Filter that produces 3D Simplex Noise
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*/
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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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* 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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* 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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* 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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* 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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* the number of octaves of noise to generate, default is 4
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*/
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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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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 = 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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@@ -0,0 +1,143 @@
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#version 330
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// uniforms
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uniform vec4 gain;
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uniform vec4 bias;
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uniform vec3 seed;
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uniform vec3 scale;
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uniform vec3 lacunarity;
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uniform vec4 decay;
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uniform int octaves;
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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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// Simplex Noise 3D Implementation
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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// https://github.com/stegu/webgl-noise
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//
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//
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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// x0 = x0 - 0.0 + 0.0 * C.xxx;
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// x1 = x0 - i1 + 1.0 * C.xxx;
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// x2 = x0 - i2 + 2.0 * C.xxx;
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// x3 = x0 - 1.0 + 3.0 * C.xxx;
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
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//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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//Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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m = m * m;
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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}
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void main() {
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vec4 result = vec4(0.0);
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vec4 _gain = gain;
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vec3 shift = vec3(100);
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vec3 uv = vec3(v_texCoord0, 1.0) * 2.0 - 1.0;
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vec3 x = ((uv + seed) * scale);
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for (int o = 0; o < octaves; ++o) {
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result += snoise(x) * _gain;
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x = x * lacunarity + shift;
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_gain *= decay;
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}
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o_output = result + bias;
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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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