mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
synced 2024-08-15 00:43:27 +00:00
102 lines
3.6 KiB
C#
102 lines
3.6 KiB
C#
//
|
|
// GLSL textureless classic 2D noise "cnoise",
|
|
// with an RSL-style periodic variant "pnoise".
|
|
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
|
// Version: 2011-08-22
|
|
//
|
|
// Many thanks to Ian McEwan of Ashima Arts for the
|
|
// ideas for permutation and gradient selection.
|
|
//
|
|
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
|
// Distributed under the MIT license. See LICENSE file.
|
|
// https://github.com/stegu/webgl-noise
|
|
//
|
|
|
|
using static Unity.Mathematics.math;
|
|
|
|
namespace Unity.Mathematics
|
|
{
|
|
public static partial class noise
|
|
{
|
|
// Classic Perlin noise
|
|
public static float cnoise(float2 P)
|
|
{
|
|
float4 Pi = floor(P.xyxy) + float4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
float4 Pf = frac(P.xyxy) - float4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
Pi = mod289(Pi); // To avoid truncation effects in permutation
|
|
float4 ix = Pi.xzxz;
|
|
float4 iy = Pi.yyww;
|
|
float4 fx = Pf.xzxz;
|
|
float4 fy = Pf.yyww;
|
|
|
|
float4 i = permute(permute(ix) + iy);
|
|
|
|
float4 gx = frac(i * (1.0f / 41.0f)) * 2.0f - 1.0f;
|
|
float4 gy = abs(gx) - 0.5f;
|
|
float4 tx = floor(gx + 0.5f);
|
|
gx = gx - tx;
|
|
|
|
float2 g00 = float2(gx.x, gy.x);
|
|
float2 g10 = float2(gx.y, gy.y);
|
|
float2 g01 = float2(gx.z, gy.z);
|
|
float2 g11 = float2(gx.w, gy.w);
|
|
|
|
float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
|
|
g00 *= norm.x;
|
|
g01 *= norm.y;
|
|
g10 *= norm.z;
|
|
g11 *= norm.w;
|
|
|
|
float n00 = dot(g00, float2(fx.x, fy.x));
|
|
float n10 = dot(g10, float2(fx.y, fy.y));
|
|
float n01 = dot(g01, float2(fx.z, fy.z));
|
|
float n11 = dot(g11, float2(fx.w, fy.w));
|
|
|
|
float2 fade_xy = fade(Pf.xy);
|
|
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
|
|
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
|
|
return 2.3f * n_xy;
|
|
}
|
|
|
|
// Classic Perlin noise, periodic variant
|
|
public static float pnoise(float2 P, float2 rep)
|
|
{
|
|
float4 Pi = floor(P.xyxy) + float4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
float4 Pf = frac(P.xyxy) - float4(0.0f, 0.0f, 1.0f, 1.0f);
|
|
Pi = fmod(Pi, rep.xyxy); // To create noise with explicit period
|
|
Pi = mod289(Pi); // To avoid truncation effects in permutation
|
|
float4 ix = Pi.xzxz;
|
|
float4 iy = Pi.yyww;
|
|
float4 fx = Pf.xzxz;
|
|
float4 fy = Pf.yyww;
|
|
|
|
float4 i = permute(permute(ix) + iy);
|
|
|
|
float4 gx = frac(i * (1.0f / 41.0f)) * 2.0f - 1.0f;
|
|
float4 gy = abs(gx) - 0.5f;
|
|
float4 tx = floor(gx + 0.5f);
|
|
gx = gx - tx;
|
|
|
|
float2 g00 = float2(gx.x, gy.x);
|
|
float2 g10 = float2(gx.y, gy.y);
|
|
float2 g01 = float2(gx.z, gy.z);
|
|
float2 g11 = float2(gx.w, gy.w);
|
|
|
|
float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
|
|
g00 *= norm.x;
|
|
g01 *= norm.y;
|
|
g10 *= norm.z;
|
|
g11 *= norm.w;
|
|
|
|
float n00 = dot(g00, float2(fx.x, fy.x));
|
|
float n10 = dot(g10, float2(fx.y, fy.y));
|
|
float n01 = dot(g01, float2(fx.z, fy.z));
|
|
float n11 = dot(g11, float2(fx.w, fy.w));
|
|
|
|
float2 fade_xy = fade(Pf.xy);
|
|
float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
|
|
float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
|
|
return 2.3f * n_xy;
|
|
}
|
|
}
|
|
}
|