Integrated Sebastian Lague's Planet Generator Created Tour function in SectorRenderer which makes the camera follow each terrestrial planet in turn
130 lines
No EOL
3.7 KiB
HLSL
130 lines
No EOL
3.7 KiB
HLSL
// 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 : stegu
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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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// Translated to HLSL
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float4 mod289(float4 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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float mod289(float x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0; }
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float4 permute(float4 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float permute(float x) {
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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 - 0.85373472095314 * r;
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}
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float taylorInvSqrt(float r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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float4 grad4(float j, float4 ip)
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{
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const float4 ones = float4(1.0, 1.0, 1.0, -1.0);
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float4 p,s;
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p.xyz = floor( frac (j* ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = float4(p < 0);
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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return p;
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}
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// (sqrt(5) - 1)/4 = F4, used once below
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#define F4 0.309016994374947451
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float snoise(float4 v)
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{
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const float4 C = float4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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0.276393202250021, // 2 * G4
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0.414589803375032, // 3 * G4
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-0.447213595499958); // -1 + 4 * G4
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// First corner
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float4 i = floor(v + dot(v, F4) );
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float4 x0 = v - i + dot(i, C.xxxx);
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// Other corners
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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float4 i0;
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float3 isX = step( x0.yzw, x0.xxx );
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float3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, float3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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// i0.y += dot( isYZ.xy, float2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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float4 i3 = saturate(i0);
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float4 i2 = saturate(i0-1.0);
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float4 i1 = saturate(i0-2.0);
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// x0 = x0 - 0.0 + 0.0 * C.xxxx
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// x1 = x0 - i1 + 1.0 * C.xxxx
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// x2 = x0 - i2 + 2.0 * C.xxxx
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// x3 = x0 - i3 + 3.0 * C.xxxx
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// x4 = x0 - 1.0 + 4.0 * C.xxxx
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float4 x1 = x0 - i1 + C.xxxx;
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float4 x2 = x0 - i2 + C.yyyy;
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float4 x3 = x0 - i3 + C.zzzz;
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float4 x4 = x0 + C.wwww;
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// Permutations
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i = mod289(i);
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float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
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float4 j1 = permute( permute( permute( permute (
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i.w + float4(i1.w, i2.w, i3.w, 1.0 ))
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+ i.z + float4(i1.z, i2.z, i3.z, 1.0 ))
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+ i.y + float4(i1.y, i2.y, i3.y, 1.0 ))
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+ i.x + float4(i1.x, i2.x, i3.x, 1.0 ));
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// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
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// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
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float4 ip = float4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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float4 p0 = grad4(j0, ip);
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float4 p1 = grad4(j1.x, ip);
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float4 p2 = grad4(j1.y, ip);
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float4 p3 = grad4(j1.z, ip);
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float4 p4 = grad4(j1.w, ip);
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// Normalise gradients
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float4 norm = taylorInvSqrt(float4(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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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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float3 m0 = max(0.6 - float3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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float2 m1 = max(0.6 - float2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, float3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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+ dot(m1*m1, float2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
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} |