Shaders: GalaxyMap, Clouds, Lightning, SimplexBrush use cultmath_snoise from CultMath.hlsl
CPU snoise (CultMath C#) and the GPU shaders now share one implementation, so fBm agrees. Deletes the GPU Noise copies nothing includes any more (Classic 2D/3D, Simplex 3D, SimplexGrad 3D). Background.shader keeps SimplexNoise2D/SimplexNoiseGrad2D: CultMath has no 2D gradient (cultmath_snoise_grad is float3 -> float4 only). Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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//
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// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
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//
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// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson
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// Translation and modification was made by Keijiro Takahashi.
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//
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// This shader is based on the webgl-noise GLSL shader. For further details
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// of the original shader, please see the following description from the
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// original source code.
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//
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//
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// GLSL textureless classic 2D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-08-22
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. 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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//
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float4 mod(float4 x, float4 y)
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{
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return x - y * floor(x / y);
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}
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float4 mod289(float4 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 permute(float4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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float4 taylorInvSqrt(float4 r)
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{
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return (float4)1.79284291400159 - r * 0.85373472095314;
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}
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float2 fade(float2 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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// Classic Perlin noise
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float cnoise(float2 P)
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{
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float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
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float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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float4 ix = Pi.xzxz;
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float4 iy = Pi.yyww;
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float4 fx = Pf.xzxz;
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float4 fy = Pf.yyww;
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float4 i = permute(permute(ix) + iy);
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float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
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float4 gy = abs(gx) - 0.5 ;
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float4 tx = floor(gx + 0.5);
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gx = gx - tx;
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float2 g00 = float2(gx.x,gy.x);
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float2 g10 = float2(gx.y,gy.y);
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float2 g01 = float2(gx.z,gy.z);
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float2 g11 = float2(gx.w,gy.w);
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float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, float2(fx.x, fy.x));
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float n10 = dot(g10, float2(fx.y, fy.y));
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float n01 = dot(g01, float2(fx.z, fy.z));
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float n11 = dot(g11, float2(fx.w, fy.w));
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float2 fade_xy = fade(Pf.xy);
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float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
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float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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// Classic Perlin noise, periodic variant
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float pnoise(float2 P, float2 rep)
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{
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float4 Pi = floor(P.xyxy) + float4(0.0, 0.0, 1.0, 1.0);
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float4 Pf = frac (P.xyxy) - float4(0.0, 0.0, 1.0, 1.0);
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Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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float4 ix = Pi.xzxz;
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float4 iy = Pi.yyww;
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float4 fx = Pf.xzxz;
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float4 fy = Pf.yyww;
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float4 i = permute(permute(ix) + iy);
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float4 gx = frac(i / 41.0) * 2.0 - 1.0 ;
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float4 gy = abs(gx) - 0.5 ;
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float4 tx = floor(gx + 0.5);
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gx = gx - tx;
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float2 g00 = float2(gx.x,gy.x);
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float2 g10 = float2(gx.y,gy.y);
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float2 g01 = float2(gx.z,gy.z);
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float2 g11 = float2(gx.w,gy.w);
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float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, float2(fx.x, fy.x));
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float n10 = dot(g10, float2(fx.y, fy.y));
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float n01 = dot(g01, float2(fx.z, fy.z));
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float n11 = dot(g11, float2(fx.w, fy.w));
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float2 fade_xy = fade(Pf.xy);
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float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
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float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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@ -1,5 +0,0 @@
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fileFormatVersion: 2
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guid: e1b0b5fd6a4e44923b40d856017562e1
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ShaderImporter:
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defaultTextures: []
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userData:
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@ -1,194 +0,0 @@
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//
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// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
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//
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// Original work (webgl-noise) Copyright (C) 2011 Stefan Gustavson
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// Translation and modification was made by Keijiro Takahashi.
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//
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// This shader is based on the webgl-noise GLSL shader. For further details
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// of the original shader, please see the following description from the
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// original source code.
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//
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//
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// GLSL textureless classic 3D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-10-11
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. 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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//
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float3 mod(float3 x, float3 y)
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{
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return x - y * floor(x / y);
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}
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float3 mod289(float3 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 mod289(float4 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 permute(float4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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float4 taylorInvSqrt(float4 r)
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{
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return (float4)1.79284291400159 - r * 0.85373472095314;
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}
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float3 fade(float3 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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// Classic Perlin noise
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float cnoise(float3 P)
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{
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float3 Pi0 = floor(P); // Integer part for indexing
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float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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float3 Pf0 = frac(P); // Fractional part for interpolation
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float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0
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float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
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float4 iz0 = (float4)Pi0.z;
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float4 iz1 = (float4)Pi1.z;
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float4 ixy = permute(permute(ix) + iy);
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float4 ixy0 = permute(ixy + iz0);
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float4 ixy1 = permute(ixy + iz1);
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float4 gx0 = ixy0 / 7.0;
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float4 gy0 = frac(floor(gx0) / 7.0) - 0.5;
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gx0 = frac(gx0);
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float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0);
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float4 sz0 = step(gz0, (float4)0.0);
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gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5);
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gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5);
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float4 gx1 = ixy1 / 7.0;
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float4 gy1 = frac(floor(gx1) / 7.0) - 0.5;
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gx1 = frac(gx1);
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float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1);
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float4 sz1 = step(gz1, (float4)0.0);
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gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5);
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gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5);
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float3 g000 = float3(gx0.x,gy0.x,gz0.x);
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float3 g100 = float3(gx0.y,gy0.y,gz0.y);
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float3 g010 = float3(gx0.z,gy0.z,gz0.z);
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float3 g110 = float3(gx0.w,gy0.w,gz0.w);
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float3 g001 = float3(gx1.x,gy1.x,gz1.x);
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float3 g101 = float3(gx1.y,gy1.y,gz1.y);
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float3 g011 = float3(gx1.z,gy1.z,gz1.z);
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float3 g111 = float3(gx1.w,gy1.w,gz1.w);
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float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z));
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float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z));
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float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z));
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float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z));
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float n111 = dot(g111, Pf1);
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float3 fade_xyz = fade(Pf0);
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float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);
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float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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// Classic Perlin noise, periodic variant
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float pnoise(float3 P, float3 rep)
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{
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float3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
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float3 Pi1 = mod(Pi0 + (float3)1.0, rep); // Integer part + 1, mod period
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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float3 Pf0 = frac(P); // Fractional part for interpolation
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float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0
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float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
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float4 iz0 = (float4)Pi0.z;
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float4 iz1 = (float4)Pi1.z;
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float4 ixy = permute(permute(ix) + iy);
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float4 ixy0 = permute(ixy + iz0);
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float4 ixy1 = permute(ixy + iz1);
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float4 gx0 = ixy0 / 7.0;
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float4 gy0 = frac(floor(gx0) / 7.0) - 0.5;
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gx0 = frac(gx0);
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float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0);
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float4 sz0 = step(gz0, (float4)0.0);
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gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5);
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gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5);
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float4 gx1 = ixy1 / 7.0;
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float4 gy1 = frac(floor(gx1) / 7.0) - 0.5;
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gx1 = frac(gx1);
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float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1);
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float4 sz1 = step(gz1, (float4)0.0);
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gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5);
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gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5);
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float3 g000 = float3(gx0.x,gy0.x,gz0.x);
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float3 g100 = float3(gx0.y,gy0.y,gz0.y);
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float3 g010 = float3(gx0.z,gy0.z,gz0.z);
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float3 g110 = float3(gx0.w,gy0.w,gz0.w);
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float3 g001 = float3(gx1.x,gy1.x,gz1.x);
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float3 g101 = float3(gx1.y,gy1.y,gz1.y);
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float3 g011 = float3(gx1.z,gy1.z,gz1.z);
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float3 g111 = float3(gx1.w,gy1.w,gz1.w);
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float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z));
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float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z));
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float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z));
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float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z));
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float n111 = dot(g111, Pf1);
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float3 fade_xyz = fade(Pf0);
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float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);
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float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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@ -1,5 +0,0 @@
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fileFormatVersion: 2
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guid: 3ba1abd1cb44c47b68fbb577c6c4ba3e
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ShaderImporter:
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defaultTextures: []
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userData:
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@ -1,114 +0,0 @@
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//
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// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
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//
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// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts.
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// Translation and modification was made by Keijiro Takahashi.
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//
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// This shader is based on the webgl-noise GLSL shader. For further details
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// of the original shader, please see the following description from the
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// original source code.
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//
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//
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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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//
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float3 mod289(float3 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 mod289(float4 x)
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{
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return x - floor(x / 289.0) * 289.0;
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}
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float4 permute(float4 x)
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{
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return mod289((x * 34.0 + 1.0) * x);
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}
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float4 taylorInvSqrt(float4 r)
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{
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return 1.79284291400159 - r * 0.85373472095314;
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}
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float snoise(float3 v)
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{
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const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
||||
|
||||
// First corner
|
||||
float3 i = floor(v + dot(v, C.yyy));
|
||||
float3 x0 = v - i + dot(i, C.xxx);
|
||||
|
||||
// Other corners
|
||||
float3 g = step(x0.yzx, x0.xyz);
|
||||
float3 l = 1.0 - g;
|
||||
float3 i1 = min(g.xyz, l.zxy);
|
||||
float3 i2 = max(g.xyz, l.zxy);
|
||||
|
||||
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||||
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||||
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||||
float3 x1 = x0 - i1 + C.xxx;
|
||||
float3 x2 = x0 - i2 + C.yyy;
|
||||
float3 x3 = x0 - 0.5;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
float4 p =
|
||||
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
|
||||
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
||||
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
|
||||
|
||||
float4 x_ = floor(j / 7.0);
|
||||
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||||
|
||||
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
|
||||
float4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
float4 b0 = float4(x.xy, y.xy);
|
||||
float4 b1 = float4(x.zw, y.zw);
|
||||
|
||||
//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
|
||||
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
|
||||
float4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
float4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
float4 sh = -step(h, 0.0);
|
||||
|
||||
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
float3 g0 = float3(a0.xy, h.x);
|
||||
float3 g1 = float3(a0.zw, h.y);
|
||||
float3 g2 = float3(a1.xy, h.z);
|
||||
float3 g3 = float3(a1.zw, h.w);
|
||||
|
||||
// Normalise gradients
|
||||
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
|
||||
g0 *= norm.x;
|
||||
g1 *= norm.y;
|
||||
g2 *= norm.z;
|
||||
g3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||||
m = m * m;
|
||||
m = m * m;
|
||||
|
||||
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
|
||||
return 42.0 * dot(m, px);
|
||||
}
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b577a94f58a1398409bfcfe9cd5dbf99
|
||||
timeCreated: 1448788105
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -1,118 +0,0 @@
|
|||
//
|
||||
// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader
|
||||
//
|
||||
// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts.
|
||||
// Translation and modification was made by Keijiro Takahashi.
|
||||
//
|
||||
// This shader is based on the webgl-noise GLSL shader. For further details
|
||||
// of the original shader, please see the following description from the
|
||||
// original source code.
|
||||
//
|
||||
|
||||
//
|
||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||
// noise functions.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : ijm
|
||||
// Lastmod : 20110822 (ijm)
|
||||
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||
// Distributed under the MIT License. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
float3 mod289(float3 x)
|
||||
{
|
||||
return x - floor(x / 289.0) * 289.0;
|
||||
}
|
||||
|
||||
float4 mod289(float4 x)
|
||||
{
|
||||
return x - floor(x / 289.0) * 289.0;
|
||||
}
|
||||
|
||||
float4 permute(float4 x)
|
||||
{
|
||||
return mod289((x * 34.0 + 1.0) * x);
|
||||
}
|
||||
|
||||
float4 taylorInvSqrt(float4 r)
|
||||
{
|
||||
return 1.79284291400159 - r * 0.85373472095314;
|
||||
}
|
||||
|
||||
float3 snoise_grad(float3 v)
|
||||
{
|
||||
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
||||
|
||||
// First corner
|
||||
float3 i = floor(v + dot(v, C.yyy));
|
||||
float3 x0 = v - i + dot(i, C.xxx);
|
||||
|
||||
// Other corners
|
||||
float3 g = step(x0.yzx, x0.xyz);
|
||||
float3 l = 1.0 - g;
|
||||
float3 i1 = min(g.xyz, l.zxy);
|
||||
float3 i2 = max(g.xyz, l.zxy);
|
||||
|
||||
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||||
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||||
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||||
float3 x1 = x0 - i1 + C.xxx;
|
||||
float3 x2 = x0 - i2 + C.yyy;
|
||||
float3 x3 = x0 - 0.5;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
float4 p =
|
||||
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
|
||||
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
||||
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7)
|
||||
|
||||
float4 x_ = floor(j / 7.0);
|
||||
float4 y_ = floor(j - 7.0 * x_); // mod(j,N)
|
||||
|
||||
float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0;
|
||||
|
||||
float4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
float4 b0 = float4(x.xy, y.xy);
|
||||
float4 b1 = float4(x.zw, y.zw);
|
||||
|
||||
//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
|
||||
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
|
||||
float4 s0 = floor(b0) * 2.0 + 1.0;
|
||||
float4 s1 = floor(b1) * 2.0 + 1.0;
|
||||
float4 sh = -step(h, 0.0);
|
||||
|
||||
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
||||
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
||||
|
||||
float3 g0 = float3(a0.xy, h.x);
|
||||
float3 g1 = float3(a0.zw, h.y);
|
||||
float3 g2 = float3(a1.xy, h.z);
|
||||
float3 g3 = float3(a1.zw, h.w);
|
||||
|
||||
// Normalise gradients
|
||||
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
|
||||
g0 *= norm.x;
|
||||
g1 *= norm.y;
|
||||
g2 *= norm.z;
|
||||
g3 *= norm.w;
|
||||
|
||||
// Compute gradient of noise function at P
|
||||
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
||||
float4 m2 = m * m;
|
||||
float4 m3 = m2 * m;
|
||||
float4 m4 = m2 * m2;
|
||||
float3 grad =
|
||||
-6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 +
|
||||
-6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 +
|
||||
-6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 +
|
||||
-6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3;
|
||||
return 42.0 * grad;
|
||||
}
|
||||
|
|
@ -1,9 +0,0 @@
|
|||
fileFormatVersion: 2
|
||||
guid: a7111eafc2463224faacf7be3bddb9a4
|
||||
timeCreated: 1449292284
|
||||
licenseType: Pro
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Reference in a new issue