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noise-full.yaml
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import:
- random.yaml
styles:
generative-noise:
doc:
author:
name: Patricio Gonzalez Vivo
twitter: patriciogv
description: 'Set of Noise functions.
For more information on this theme read [this chapter of The Book
of Shaders about Noise](http://thebookofshaders.com/11/).
'
licence: MIT
tangram-version: 0.0.7
version: 0.0.1
mix: generative-random
shaders:
blocks:
global: "// Value Noise \nfloat noise (in float x) {\n #ifdef NOISE_TEXSAMPLE\n\
\ return texture2D(u_random, vec2(x*(1./NOISE_TEXSAMPLE_SIZE))).r;\n\
\ #else\n float i = floor(x);\n float f = fract(x);\n\
\ f = f * f * (3.0 - 2.0 * f);\n return mix(random(i), random(i\
\ + 1.0), f);\n #endif\n}\n\n// Value Noise\nfloat noise (vec2\
\ p) {\n vec2 i = floor(p);\n vec2 f = fract(p);\n #ifdef\
\ NOISE_TEXSAMPLE\n vec2 uv = i.xy + f.xy*f.xy*(3.0-2.0*f.xy);\n\
\ return texture2D(u_random, fract((uv+118.4)/NOISE_TEXSAMPLE_SIZE)\
\ ).x;\n #else\n f = f * f * (3.0 - 2.0 * f);\n float\
\ a = random(i);\n float b = random(i + vec2(1.0, 0.0));\n\
\ float c = random(i + vec2(0.0, 1.0));\n float d = random(i\
\ + vec2(1.0, 1.0));\n return mix(a, b, f.x) + (c - a) * f.y\
\ * (1.0 - f.x) + (d - b) * f.x * f.y;\n #endif\n}\n\n// Value\
\ Noise\nfloat noise (vec3 p) {\n vec3 i = floor(p);\n vec3\
\ f = fract(p);\n f = f*f*(3.0-2.0*f);\n #ifdef NOISE_TEXSAMPLE\n\
\ vec2 uv = (i.xy+vec2(37.0,17.0)*i.z) + f.xy;\n vec2 rg\
\ = texture2D(u_random, fract((uv+.5)/NOISE_TEXSAMPLE_SIZE), -100.0\
\ ).yx;\n return mix( rg.x, rg.y, f.z );\n #else\n float\
\ n = i.x + i.y*57.0 + 113.0*i.z;\n return mix(mix(mix(random(n+0.0),random(n+1.0),f.x),mix(random(n+\
\ 57.0),random(n+ 58.0),f.x),f.y),mix(mix(random(n+113.0),random(n+114.0),f.x),mix(random(n+170.0),random(n+171.0),f.x),f.y),f.z);\n\
\ /*\n const vec3 step = vec3(110.0, 241.0, 171.0);\n \
\ float n = dot(i, step);\n return mix( mix(mix(random(n +\
\ dot(step, vec3(0,0,0))),\n random(n +\
\ dot(step, vec3(1,0,0))), f.x),\n mix(random(n\
\ + dot(step, vec3(0,1,0))),\n random(n\
\ + dot(step, vec3(1,1,0))), f.x),\n f.y),\n\
\ mix(mix(random(n + dot(step, vec3(0,0,1))),\n\
\ random(n + dot(step, vec3(1,0,1))), f.x),\n\
\ mix(random(n + dot(step, vec3(0,1,1))),\n\
\ random(n + dot(step, vec3(1,1,1))), f.x),\n\
\ f.y),\n f.z);\n */\n \
\ #endif\n}\n\n// Gradient Noise\n// From IQ (https://www.shadertoy.com/view/XdXGW8)\n\
float gnoise (in vec2 p) {\n vec2 i = floor( p );\n vec2\
\ f = fract( p );\n \n vec2 u = f*f*(3.0-2.0*f);\n\n \
\ return mix( mix( dot( random2( i + vec2(0.0,0.0) ), f - vec2(0.0,0.0)\
\ ), \n dot( random2( i + vec2(1.0,0.0) ),\
\ f - vec2(1.0,0.0) ), u.x),\n mix( dot( random2(\
\ i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), \n \
\ dot( random2( i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ),\
\ u.x), u.y);\n}\n\n// Gradient Noise\n// From IQ (https://www.shadertoy.com/view/Xsl3Dl)\n\
float gnoise (in vec3 p) {\n vec3 i = floor( p );\n vec3\
\ f = fract( p );\n vec3 u = f*f*(3.0-2.0*f);\n\n return\
\ mix( mix( mix( dot( random3( i + vec3(0.0,0.0,0.0) ), f - vec3(0.0,0.0,0.0)\
\ ), \n dot( random3( i + vec3(1.0,0.0,0.0)\
\ ), f - vec3(1.0,0.0,0.0) ), u.x),\n mix(\
\ dot( random3( i + vec3(0.0,1.0,0.0) ), f - vec3(0.0,1.0,0.0)\
\ ), \n dot( random3( i + vec3(1.0,1.0,0.0)\
\ ), f - vec3(1.0,1.0,0.0) ), u.x), u.y),\n mix(\
\ mix( dot( random3( i + vec3(0.0,0.0,1.0) ), f - vec3(0.0,0.0,1.0)\
\ ), \n dot( random3( i + vec3(1.0,0.0,1.0)\
\ ), f - vec3(1.0,0.0,1.0) ), u.x),\n mix(\
\ dot( random3( i + vec3(0.0,1.0,1.0) ), f - vec3(0.0,1.0,1.0)\
\ ), \n dot( random3( i + vec3(1.0,1.0,1.0)\
\ ), f - vec3(1.0,1.0,1.0) ), u.x), u.y), u.z );\n}\n\nvec3 mod289(vec3\
\ x) { \n return x - floor(x * (1.0 / 289.0)) * 289.0; \n}\n\
vec2 mod289(vec2 x) { \n return x - floor(x * (1.0 / 289.0))\
\ * 289.0; \n}\nvec3 permute(vec3 x) { \n return mod289(((x*34.0)+1.0)*x);\
\ \n}\n\n// Simplex Noise\n// from Ian McEwan, Ashima Arts\nfloat\
\ snoise(vec2 v) {\n\n // Precompute values for skewed triangular\
\ grid\n const vec4 C = vec4(0.211324865405187,\n \
\ // (3.0-sqrt(3.0))/6.0\n \
\ 0.366025403784439, \n // 0.5*(sqrt(3.0)-1.0)\n\
\ -0.577350269189626, \n \
\ // -1.0 + 2.0 * C.x\n 0.024390243902439);\
\ \n // 1.0 / 41.0\n\n // First corner\
\ (x0)\n vec2 i = floor(v + dot(v, C.yy));\n vec2 x0 =\
\ v - i + dot(i, C.xx);\n\n // Other two corners (x1, x2)\n\
\ vec2 i1 = vec2(0.0);\n i1 = (x0.x > x0.y)? vec2(1.0, 0.0):vec2(0.0,\
\ 1.0);\n vec2 x1 = x0.xy + C.xx - i1;\n vec2 x2 = x0.xy\
\ + C.zz;\n\n // Do some permutations to avoid\n // truncation\
\ effects in permutation\n i = mod289(i);\n vec3 p = permute(\n\
\ permute( i.y + vec3(0.0, i1.y, 1.0))\n \
\ + i.x + vec3(0.0, i1.x, 1.0 ));\n\n vec3 m = max(0.5\
\ - vec3(\n dot(x0,x0), \n \
\ dot(x1,x1), \n dot(x2,x2)\n\
\ ), 0.0);\n\n m = m*m ;\n m = m*m\
\ ;\n\n // Gradients: \n // 41 pts uniformly over a line,\
\ mapped onto a diamond\n // The ring size 17*17 = 289 is\
\ close to a multiple \n // of 41 (41*7 = 287)\n\n \
\ vec3 x = 2.0 * fract(p * C.www) - 1.0;\n vec3 h = abs(x)\
\ - 0.5;\n vec3 ox = floor(x + 0.5);\n vec3 a0 = x - ox;\n\
\n // Normalise gradients implicitly by scaling m\n // Approximation\
\ of: m *= inversesqrt(a0*a0 + h*h);\n m *= 1.79284291400159\
\ - 0.85373472095314 * (a0*a0+h*h);\n\n // Compute final noise\
\ value at P\n vec3 g = vec3(0.0);\n g.x = a0.x * x0.x\
\ + h.x * x0.y;\n g.yz = a0.yz * vec2(x1.x,x2.x) + h.yz *\
\ vec2(x1.y,x2.y);\n return 130.0 * dot(m, g);\n}\n\n// Simplex\
\ Noise\n// from Ian McEwan, Ashima Arts\nconst float F3 = 0.3333333;\n\
const float G3 = 0.1666667;\nfloat snoise (vec3 p) {\n vec3\
\ s = floor(p + dot(p, vec3(F3)));\n vec3 x = p - s + dot(s,\
\ vec3(G3));\n vec3 e = step(vec3(0.0), x - x.yzx);\n vec3\
\ i1 = e*(1.0 - e.zxy);\n vec3 i2 = 1.0 - e.zxy*(1.0 - e);\n\
\ vec3 x1 = x - i1 + G3;\n vec3 x2 = x - i2 + 2.0*G3;\n\
\ vec3 x3 = x - 1.0 + 3.0*G3;\n vec4 w, d;\n w.x = dot(x,\
\ x);\n w.y = dot(x1, x1);\n w.z = dot(x2, x2);\n w.w\
\ = dot(x3, x3);\n w = max(0.6 - w, 0.0);\n d.x = dot(random3(s),\
\ x);\n d.y = dot(random3(s + i1), x1);\n d.z = dot(random3(s\
\ + i2), x2);\n d.w = dot(random3(s + 1.0), x3);\n w *=\
\ w;\n w *= w;\n d *= w;\n return dot(d, vec4(52.0));\n\
}"
defines:
NOISE_TEXSAMPLE_SIZE: 256.0
test:
gnoise_vec2:
blocks:
color: ' color.rgb += gnoise(v_texcoord.xy*2.);'
gnoise_vec3:
blocks:
color: ' color.rgb += gnoise(vec3(v_texcoord.xy*2.,u_time));'
noise_float:
blocks:
color: ' color.rgb += noise(v_texcoord.x*2.);'
noise_float_t:
blocks:
color: ' color.rgb += noise(v_texcoord.x*2.);'
defines:
NOISE_TEXSAMPLE: 1
noise_vec2:
blocks:
color: ' color.rgb += noise(v_texcoord.xy*2.);'
noise_vec2_t:
blocks:
color: ' color.rgb += noise(v_texcoord.xy*2.);'
defines:
NOISE_TEXSAMPLE: 1
noise_vec3:
blocks:
color: ' color.rgb += noise(vec3(v_texcoord.xy*2.,u_time));'
noise_vec3_t:
blocks:
color: ' color.rgb += noise(vec3(v_texcoord.xy,u_time)*2.);'
defines:
NOISE_TEXSAMPLE: 1
snoise_vec2:
blocks:
color: ' color.rgb += snoise(v_texcoord.xy*2.);'
snoise_vec3:
blocks:
color: ' color.rgb += snoise(vec3(v_texcoord.xy*2.,u_time));'
generative-random:
doc:
author:
name: Patricio Gonzalez Vivo
twitter: patriciogv
description: 'Set of functions about random.
For more information on this theme read [this chapter of The Book
of Shaders about Random](http://thebookofshaders.com/10/).
'
licence: MIT
tangram-version: 0.0.7
version: 0.0.1
shaders:
blocks:
global: "vec3 random3 (vec2 p) {\n #ifdef RANDOM_TEXSAMPLE\n \
\ return texture2D(u_random,fract(p*2.),-100.).rgb;\n #else\n\
\ return fract(sin(vec3( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)),\
\ dot(p,vec2(419.2,371.9)) ))*43758.5453); \n #endif\n}\nvec3\
\ random3 (vec3 p) {\n #ifdef RANDOM_TEXSAMPLE\n vec2 uv\
\ = fract(p.xy+vec2(37.0,17.0)*p.z);\n return texture2D(u_random,\
\ fract(uv*2.), -100.0).rgb;\n #else\n float j = 4096.0*sin(dot(p,vec3(17.0,\
\ 59.4, 15.0)));\n vec3 r;\n r.z = fract(512.0*j);\n \
\ j *= .125;\n r.x = fract(512.0*j);\n j *= .125;\n r.y\
\ = fract(512.0*j);\n return r-0.5;\n #endif\n}\nvec2 random2\
\ (vec2 p) { \n #ifdef RANDOM_TEXSAMPLE\n return random3(p).rg;\n\
\ #else\n return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);\
\ \n #endif\n}\nfloat random (float x) { \n return fract(sin(x)*43758.5453);\n\
}\nfloat random (vec2 p) { \n #ifdef RANDOM_TEXSAMPLE\n \
\ return random3(p).r;\n #else\n return fract(1e4 * sin(17.0\
\ * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); \n\
\ #endif\n}\nfloat random (vec3 p) { \n #ifdef RANDOM_TEXSAMPLE\n\
\ return random3(p).r;\n #else\n return fract(sin(dot(p.xyz,\
\ vec3(70.9898,78.233,32.4355)))* 43758.5453123); \n #endif\n\
}"
uniforms:
u_random: https://tangrams.github.io/blocks/generative/imgs/tex16.png
test:
random2_vec2:
blocks:
color: ' color.rg += random2(v_texcoord.xy*2.);'
random2_vec2_t:
blocks:
color: ' color.rg += random2(v_texcoord.xy*2.);'
defines:
RANDOM_TEXSAMPLE: 1
random3_vec2:
blocks:
color: ' color.rgb += random3(v_texcoord.xy*2.);'
random3_vec2_t:
blocks:
color: ' color.rgb += random3(v_texcoord.xy*2.);'
defines:
RANDOM_TEXSAMPLE: 1
random3_vec3:
blocks:
color: ' color.rgb += random3(vec3(v_texcoord.xy*2.,u_time));'
random3_vec3_t:
blocks:
color: ' color.rgb += random3(vec3(v_texcoord.xy*2.,u_time));'
defines:
RANDOM_TEXSAMPLE: 1
random_float:
blocks:
color: ' color.rgb += random(v_texcoord.x*2.);'
random_float_t:
blocks:
color: ' color.rgb += random(v_texcoord.x*2.);'
defines:
RANDOM_TEXSAMPLE: 1
random_vec2:
blocks:
color: ' color.rgb += random(v_texcoord.xy*2.);'
random_vec2_t:
blocks:
color: ' color.rgb += random(v_texcoord.xy*2.);'
defines:
RANDOM_TEXSAMPLE: 1
random_vec3:
blocks:
color: ' color.rgb += random(vec3(v_texcoord.xy*2.,u_time));'
random_vec3_t:
blocks:
color: ' color.rgb += random(vec3(v_texcoord.xy*2.,u_time));'
defines:
RANDOM_TEXSAMPLE: 1