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//
// Description : Array and textureless GLSL 2D simplex noise function.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : ijm
//     Lastmod : 20110409 (stegu)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//

float simplexNoise2d(vec2 v)
{
    const vec4 C = vec4(0.211324865405187, 0.366025403784439,
    -0.577350269189626, 0.024390243902439);
    vec2 i  = floor(v + dot(v, C.yy));
    vec2 x0 = v -   i + dot(i, C.xx);
    vec2 i1;
    i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
    //  i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
    //  i1.y = 1.0 - i1.x;
    vec4 x12 = x0.xyxy + C.xxzz;
    x12.xy -= i1;
    i = mod(i, 289.0);
    vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0))
    + i.x + vec3(0.0, i1.x, 1.0));
    vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy),
    dot(x12.zw, x12.zw)), 0.0);
    m = m*m;
    m = m*m;
    vec3 x = 2.0 * fract(p * C.www) - 1.0;
    vec3 h = abs(x) - 0.5;
    vec3 ox = floor(x + 0.5);
    vec3 a0 = x - ox;
    m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
    vec3 g;
    g.x  = a0.x  * x0.x  + h.x  * x0.y;
    g.yz = a0.yz * x12.xz + h.yz * x12.yw;
    return 130.0 * dot(m, g);
}




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