CultLib/packages/cultmath/shaders/CultMath.glsl
Meta Vens 92d4d5eb71 CultMath: regenerate CultMath.glsl on Yggdrasil after the capacity note
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-10-17 16:50:50 +02:00

1270 lines
53 KiB
GLSL

// Generated from shaders/CultMath.hlsl and CultMath.Interval.hlsl and CultMath.Affine.hlsl by GlslLowering (packages/cultmath/tests/CultMath.Tests/GlslLowering.cs). Do not edit; regenerate with CULTMATH_WRITE_GLSL=1 dotnet test --filter GlslMirrorTests. MIT. cultmath_phacelle is in CultMath.Phacelle.glsl, to be concatenated after this file by consumers that call it. cultmath_cycles_divide, cultmath_cycles_power, cultmath_cycles_logarithm, cultmath_cycles_sqrt, cultmath_cycles_inverse_sqrt, cultmath_cycles_modulo, cultmath_cycles_floored_modulo, cultmath_cycles_wrap, cultmath_cycles_snap, cultmath_cycles_pingpong, cultmath_cycles_smooth_min, cultmath_cycles_smooth_max, cultmath_cycles_compare, cultmath_cycles_round, cultmath_cycles_trunc, cultmath_cycles_fract, cultmath_cycles_sign, cultmath_cycles_arcsine, cultmath_cycles_arccosine, cultmath_cycles_arctan2, cultmath_cycles_map_range_linear, cultmath_cycles_map_range_stepped, cultmath_cycles_map_range_smoothstep, cultmath_cycles_map_range_smootherstep, cultmath_cycles_clamp_minmax, cultmath_cycles_clamp_range, cultmath_cycles_mix_float, cultmath_cycles_mix_vector, cultmath_cycles_mix_blend, cultmath_cycles_mix_add, cultmath_cycles_mix_mul, cultmath_cycles_mix_screen, cultmath_cycles_mix_overlay, cultmath_cycles_mix_sub, cultmath_cycles_mix_div, cultmath_cycles_mix_diff, cultmath_cycles_mix_exclusion, cultmath_cycles_mix_dark, cultmath_cycles_mix_light, cultmath_cycles_mix_dodge, cultmath_cycles_mix_burn, cultmath_cycles_rgb_to_hsv, cultmath_cycles_hsv_to_rgb, cultmath_cycles_mix_hue, cultmath_cycles_mix_sat, cultmath_cycles_mix_val, cultmath_cycles_mix_color, cultmath_cycles_mix_soft, cultmath_cycles_mix_linear, cultmath_cycles_rgb_to_bw, cultmath_cycles_ramp_index is in CultMath.Cycles.glsl, to be concatenated after this file by consumers that call it.
#ifndef CULTMATH_GLSL
#define CULTMATH_GLSL
// CultMath HLSL mirror.
//
// HLSL already owns the vec2/vec3/vec4 type names and most primitive
// intrinsics. This include names the CultMath semantic surface explicitly so
// shader code, C# wrappers, and Rust/native parity fixtures can share the same
// small vocabulary without local helper drift.
const float CULTMATH_PI = 3.14159265358979323846;
const float CULTMATH_TAU = 6.28318530717958647692;
const float CULTMATH_HALF_PI = 1.57079632679489661923;
float cultmath_radians(float degrees_value) { return degrees_value * (CULTMATH_PI / 180.0); }
float cultmath_degrees(float radians_value) { return radians_value * (180.0 / CULTMATH_PI); }
float cultmath_frac(float value) { return value - floor(value); }
vec2 cultmath_frac(vec2 value) { return value - floor(value); }
vec3 cultmath_frac(vec3 value) { return value - floor(value); }
vec4 cultmath_frac(vec4 value) { return value - floor(value); }
float cultmath_clamp(float value, float minimum, float maximum) { return min(max(value, minimum), maximum); }
vec2 cultmath_clamp(vec2 value, vec2 minimum, vec2 maximum) { return min(max(value, minimum), maximum); }
vec3 cultmath_clamp(vec3 value, vec3 minimum, vec3 maximum) { return min(max(value, minimum), maximum); }
vec4 cultmath_clamp(vec4 value, vec4 minimum, vec4 maximum) { return min(max(value, minimum), maximum); }
// DXIL Saturate is FMin(1, FMax(0, x)); dxc lowers min/max to the same FMin/FMax, NaN rules included.
float cultmath_saturate(float value) { return min(1.0, max(0.0, value)); }
vec2 cultmath_saturate(vec2 value) { return min(vec2(1.0, 1.0), max(vec2(0.0, 0.0), value)); }
vec3 cultmath_saturate(vec3 value) { return min(vec3(1.0, 1.0, 1.0), max(vec3(0.0, 0.0, 0.0), value)); }
vec4 cultmath_saturate(vec4 value) { return min(vec4(1.0, 1.0, 1.0, 1.0), max(vec4(0.0, 0.0, 0.0, 0.0), value)); }
float cultmath_lerp(float start, float end, float amount) { return start + (end - start) * amount; }
vec2 cultmath_lerp(vec2 start, vec2 end, vec2 amount) { return start + (end - start) * amount; }
vec3 cultmath_lerp(vec3 start, vec3 end, vec3 amount) { return start + (end - start) * amount; }
vec4 cultmath_lerp(vec4 start, vec4 end, vec4 amount) { return start + (end - start) * amount; }
float cultmath_step(float edge, float value) { return value < edge ? 0.0 : 1.0; }
vec2 cultmath_step(vec2 edge, vec2 value) { return vec2(cultmath_step(edge.x, value.x), cultmath_step(edge.y, value.y)); }
vec3 cultmath_step(vec3 edge, vec3 value) { return vec3(cultmath_step(edge.x, value.x), cultmath_step(edge.y, value.y), cultmath_step(edge.z, value.z)); }
vec4 cultmath_step(vec4 edge, vec4 value) { return vec4(cultmath_step(edge.x, value.x), cultmath_step(edge.y, value.y), cultmath_step(edge.z, value.z), cultmath_step(edge.w, value.w)); }
float cultmath_smoothstep(float minimum, float maximum, float value)
{
float t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (3.0 - 2.0 * t);
}
vec2 cultmath_smoothstep(vec2 minimum, vec2 maximum, vec2 value)
{
vec2 t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (vec2(3.0, 3.0) - vec2(2.0, 2.0) * t);
}
vec3 cultmath_smoothstep(vec3 minimum, vec3 maximum, vec3 value)
{
vec3 t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (vec3(3.0, 3.0, 3.0) - vec3(2.0, 2.0, 2.0) * t);
}
vec4 cultmath_smoothstep(vec4 minimum, vec4 maximum, vec4 value)
{
vec4 t = cultmath_saturate((value - minimum) / (maximum - minimum));
return t * t * (vec4(3.0, 3.0, 3.0, 3.0) - vec4(2.0, 2.0, 2.0, 2.0) * t);
}
float cultmath_smoothstep01(float value) { return cultmath_smoothstep(0.0, 1.0, value); }
float cultmath_smootherstep(float value)
{
value = cultmath_saturate(value);
return value * value * value * (value * (value * 6.0 - 15.0) + 10.0);
}
vec2 cultmath_snoise_mod289(vec2 value) { return value - floor(value * (1.0 / 289.0)) * 289.0; }
vec3 cultmath_snoise_mod289(vec3 value) { return value - floor(value * (1.0 / 289.0)) * 289.0; }
vec4 cultmath_snoise_mod289(vec4 value) { return value - floor(value * (1.0 / 289.0)) * 289.0; }
vec3 cultmath_snoise_permute(vec3 value) { return cultmath_snoise_mod289(((value * 34.0) + 10.0) * value); }
vec4 cultmath_snoise_permute(vec4 value) { return cultmath_snoise_mod289(((value * 34.0) + 10.0) * value); }
// Ashima Arts / Ian McEwan 3D simplex noise (MIT), same float32 evaluation
// order as the C# math.snoise(vec3) mirror. Ties resolve in simplexnoise1234's
// total order; see math.snoise.
float cultmath_snoise(vec3 value)
{
vec2 c = vec2(1.0 / 6.0, 1.0 / 3.0);
vec3 i = floor(value + dot(value, c.yyy));
vec3 x0 = value - i + dot(i, c.xxx);
vec3 g = vec3(step(x0.y, x0.x), step(x0.z, x0.y), 1.0 - step(x0.z, x0.x));
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + c.xxx;
vec3 x2 = x0 - i2 + c.yyy;
vec3 x3 = x0 - 0.5;
i = cultmath_snoise_mod289(i);
vec4 p = cultmath_snoise_permute(cultmath_snoise_permute(cultmath_snoise_permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0));
const float n_ = 0.142857142857;
vec3 ns = vec3(2.0 * n_, 0.5 * n_ - 1.0, n_);
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0, 0.0, 0.0, 0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
m = m * m;
return 105.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
float cultmath_snoise(vec2 value)
{
vec4 c = vec4(
0.211324865405187,
0.366025403784439,
-0.577350269189626,
0.024390243902439);
vec2 i = floor(value + dot(value, c.yy));
vec2 x0 = value - i + dot(i, c.xx);
vec2 i1 = x0.x > x0.y ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = vec4(x0.x + c.x - i1.x, x0.y + c.x - i1.y, x0.x + c.z, x0.y + c.z);
i = cultmath_snoise_mod289(i);
vec3 p = cultmath_snoise_permute(
cultmath_snoise_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;
vec3 x = 2.0 * fract(p * c.w) - 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 = vec3(
a0.x * x0.x + h.x * x0.y,
a0.y * x12.x + h.y * x12.y,
a0.z * x12.z + h.z * x12.w);
return 130.0 * dot(m, g);
}
// Analytic gradient of cultmath_snoise(vec3) (invariant 8), following webgl-noise
// src/noise3Dgrad.glsl (Ashima Arts / McEwan, MIT); same kernel, permutation and scale as
// cultmath_snoise(vec3) (stegu/webgl-noise 22434e04d7). See the C# math.snoise_grad comment for the
// derivation. Every local up through p0..p3 and x0..x3 is cultmath_snoise(vec3)'s own derivation
// verbatim.
vec4 cultmath_snoise_grad(vec3 value)
{
vec2 c = vec2(1.0 / 6.0, 1.0 / 3.0);
vec3 i = floor(value + dot(value, c.yyy));
vec3 x0 = value - i + dot(i, c.xxx);
vec3 g = vec3(step(x0.y, x0.x), step(x0.z, x0.y), 1.0 - step(x0.z, x0.x));
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + c.xxx;
vec3 x2 = x0 - i2 + c.yyy;
vec3 x3 = x0 - 0.5;
i = cultmath_snoise_mod289(i);
vec4 p = cultmath_snoise_permute(cultmath_snoise_permute(cultmath_snoise_permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0));
const float n_ = 0.142857142857;
vec3 ns = vec3(2.0 * n_, 0.5 * n_ - 1.0, n_);
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0, 0.0, 0.0, 0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m0 = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
vec4 m2 = m0 * m0;
vec4 m3 = m2 * m0;
vec4 m4 = m2 * m2;
vec4 px = vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3));
float value2 = 105.0 * dot(m4, px);
vec3 grad = -8.0 * m3.x * x0 * px.x + m4.x * p0
+ -8.0 * m3.y * x1 * px.y + m4.y * p1
+ -8.0 * m3.z * x2 * px.z + m4.z * p2
+ -8.0 * m3.w * x3 * px.w + m4.w * p3;
grad *= 105.0;
return vec4(grad, value2);
}
// Analytic Hessian of cultmath_snoise(vec3); see the C# math.snoise_hessian comment for the
// derivation. Every local up through p0..p3 and x0..x3 is cultmath_snoise_grad's own. The matrix is
// built from nine scalars, which read as rows in HLSL and as columns in GLSL; it is symmetric, so the
// two agree.
mat3 cultmath_snoise_hessian(vec3 value)
{
vec2 c = vec2(1.0 / 6.0, 1.0 / 3.0);
vec3 i = floor(value + dot(value, c.yyy));
vec3 x0 = value - i + dot(i, c.xxx);
vec3 g = vec3(step(x0.y, x0.x), step(x0.z, x0.y), 1.0 - step(x0.z, x0.x));
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + c.xxx;
vec3 x2 = x0 - i2 + c.yyy;
vec3 x3 = x0 - 0.5;
i = cultmath_snoise_mod289(i);
vec4 p = cultmath_snoise_permute(cultmath_snoise_permute(cultmath_snoise_permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0));
const float n_ = 0.142857142857;
vec3 ns = vec3(2.0 * n_, 0.5 * n_ - 1.0, n_);
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ * ns.x + ns.yyyy;
vec4 y = y_ * ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0, 0.0, 0.0, 0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = 1.79284291400159 - 0.85373472095314 * vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m0 = max(0.5 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
vec4 m2 = m0 * m0;
vec4 m3 = m2 * m0;
vec4 px = vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3));
vec4 wide = 48.0 * m2 * px;
vec4 narrow = 8.0 * m3;
vec4 cxx = vec4(x0.x, x1.x, x2.x, x3.x);
vec4 cxy = vec4(x0.y, x1.y, x2.y, x3.y);
vec4 cxz = vec4(x0.z, x1.z, x2.z, x3.z);
vec4 cpx = vec4(p0.x, p1.x, p2.x, p3.x);
vec4 cpy = vec4(p0.y, p1.y, p2.y, p3.y);
vec4 cpz = vec4(p0.z, p1.z, p2.z, p3.z);
float hxx = 105.0 * (dot(wide * cxx, cxx) - dot(narrow, 2.0 * cpx * cxx + px));
float hyy = 105.0 * (dot(wide * cxy, cxy) - dot(narrow, 2.0 * cpy * cxy + px));
float hzz = 105.0 * (dot(wide * cxz, cxz) - dot(narrow, 2.0 * cpz * cxz + px));
float hxy = 105.0 * (dot(wide * cxx, cxy) - dot(narrow, cpx * cxy + cpy * cxx));
float hxz = 105.0 * (dot(wide * cxx, cxz) - dot(narrow, cpx * cxz + cpz * cxx));
float hyz = 105.0 * (dot(wide * cxy, cxz) - dot(narrow, cpy * cxz + cpz * cxy));
return mat3(hxx, hxy, hxz, hxy, hyy, hyz, hxz, hyz, hzz);
}
// The integral over [t0, t1] of clamp(a + b t, lo, hi); see the C# math.integral_clamp_linear comment.
float cultmath_integral_clamp_linear(float a, float b, float lo, float hi, float t0, float t1)
{
lo = min(lo, hi);
if (b == 0.0)
return t1 != t0 ? clamp(a, lo, hi) * (t1 - t0) : 0.0;
float direction = t1 < t0 ? -1.0 : 1.0;
float start = min(t0, t1);
float stop = max(t0, t1);
float atLo = (lo - a) / b;
float atHi = (hi - a) / b;
float enter = clamp(min(atLo, atHi), start, stop);
float leave = clamp(max(atLo, atHi), start, stop);
float before = b > 0.0 ? lo : hi;
float after = b > 0.0 ? hi : lo;
float held = enter > start ? before * (enter - start) : 0.0;
float kept = stop > leave ? after * (stop - leave) : 0.0;
float total = held + (a + b * (0.5 * (enter + leave))) * (leave - enter) + kept;
return direction * total;
}
// Octave sum of cultmath_snoise_grad (invariant 8); see the C# math.fbm_grad comment for the
// per-octave frequency/amplitude derivation and why octaves is clamped.
vec4 cultmath_fbm_grad(vec3 p, int octaves, float lacunarity, float gain)
{
octaves = clamp(octaves, 0, 16);
float amplitude = 1.0;
float frequency = 1.0;
float value = 0.0;
vec3 gradient = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < octaves; i++)
{
vec4 n = cultmath_snoise_grad(p * frequency);
value += amplitude * n.w;
gradient += amplitude * frequency * n.xyz;
frequency *= lacunarity;
amplitude *= gain;
}
return vec4(gradient, value);
}
// Ridged multifractal noise (Musgrave, Texturing and Modeling, ch. 16); see the C# math.ridged_grad
// comment for the fold/sign derivation, the deliberate crease at n = 0, and why octaves is clamped.
vec4 cultmath_ridged_grad(vec3 p, int octaves, float lacunarity, float gain)
{
octaves = clamp(octaves, 0, 16);
float amplitude = 1.0;
float frequency = 1.0;
float value = 0.0;
vec3 gradient = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < octaves; i++)
{
vec4 n = cultmath_snoise_grad(p * frequency);
float s = sign(n.w);
value += amplitude * (1.0 - abs(n.w));
gradient += -amplitude * frequency * s * n.xyz;
frequency *= lacunarity;
amplitude *= gain;
}
return vec4(gradient, value);
}
float cultmath_lengthsq(vec2 value) { return dot(value, value); }
float cultmath_lengthsq(vec3 value) { return dot(value, value); }
float cultmath_lengthsq(vec4 value) { return dot(value, value); }
float cultmath_distance(vec2 left, vec2 right) { return length(left - right); }
float cultmath_distance(vec3 left, vec3 right) { return length(left - right); }
float cultmath_distance(vec4 left, vec4 right) { return length(left - right); }
vec2 cultmath_reflect(vec2 incident, vec2 normal_value)
{
return incident - 2.0 * dot(normal_value, incident) * normal_value;
}
vec3 cultmath_reflect(vec3 incident, vec3 normal_value)
{
return incident - 2.0 * dot(normal_value, incident) * normal_value;
}
vec2 cultmath_rotate(vec2 value, float radians_value)
{
float s = sin(radians_value);
float c = cos(radians_value);
return vec2(value.x * c - value.y * s, value.x * s + value.y * c);
}
vec2 cultmath_rotate_degrees(vec2 value, float degrees_value)
{
return cultmath_rotate(value, cultmath_radians(degrees_value));
}
float cultmath_csum(vec2 value) { return value.x + value.y; }
float cultmath_csum(vec3 value) { return value.x + value.y + value.z; }
float cultmath_csum(vec4 value) { return value.x + value.y + value.z + value.w; }
float cultmath_decay(float source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
vec2 cultmath_decay(vec2 source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
vec3 cultmath_decay(vec3 source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
vec4 cultmath_decay(vec4 source, float lambda_value, float dt) { return source * exp(-lambda_value * dt); }
float cultmath_damp(float start, float end, float lambda_value, float dt)
{
return cultmath_lerp(start, end, 1.0 - exp(-lambda_value * dt));
}
vec2 cultmath_damp(vec2 start, vec2 end, float lambda_value, float dt)
{
float amount = 1.0 - exp(-lambda_value * dt);
return cultmath_lerp(start, end, vec2(amount, amount));
}
vec3 cultmath_damp(vec3 start, vec3 end, float lambda_value, float dt)
{
float amount = 1.0 - exp(-lambda_value * dt);
return cultmath_lerp(start, end, vec3(amount, amount, amount));
}
vec4 cultmath_damp(vec4 start, vec4 end, float lambda_value, float dt)
{
float amount = 1.0 - exp(-lambda_value * dt);
return cultmath_lerp(start, end, vec4(amount, amount, amount, amount));
}
float cultmath_catmullrom(float p0, float p1, float p2, float p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
vec2 cultmath_catmullrom(vec2 p0, vec2 p1, vec2 p2, vec2 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
vec3 cultmath_catmullrom(vec3 p0, vec3 p1, vec3 p2, vec3 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
vec4 cultmath_catmullrom(vec4 p0, vec4 p1, vec4 p2, vec4 p3, float t)
{
float t2 = t * t;
float t3 = t2 * t;
return 0.5 * ((2.0 * p1) + (p2 - p0) * t + (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
}
float cultmath_quadratic_bezier(float p0, float p1, float p2, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * p0 + 2.0 * inv * t * p1 + t * t * p2;
}
vec3 cultmath_quadratic_bezier(vec3 p0, vec3 p1, vec3 p2, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * p0 + 2.0 * inv * t * p1 + t * t * p2;
}
float cultmath_cubic_bezier(float p0, float p1, float p2, float p3, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * inv * p0 + 3.0 * inv * inv * t * p1 + 3.0 * inv * t * t * p2 + t * t * t * p3;
}
vec3 cultmath_cubic_bezier(vec3 p0, vec3 p1, vec3 p2, vec3 p3, float t)
{
t = cultmath_saturate(t);
float inv = 1.0 - t;
return inv * inv * inv * p0 + 3.0 * inv * inv * t * p1 + 3.0 * inv * t * t * p2 + t * t * t * p3;
}
float cultmath_hash(float value) { return cultmath_frac(sin(value) * 43758.5453); }
float cultmath_hash(vec2 value) { return cultmath_hash(dot(value, vec2(127.1, 311.7))); }
float cultmath_hash(vec3 value) { return cultmath_hash(dot(value, vec3(127.1, 311.7, 74.7))); }
// PCG hashes (Jarzynski and Olano, JCGT 2020), written over scalar uints so CultMath's ivec3/ivec4 carry the bits.
uint cultmath_pcg(uint value)
{
uint state = value * 747796405u + 2891336453u;
uint word = ((state >> int((state >> 28) + 4u)) ^ state) * 277803737u;
return (word >> 22) ^ word;
}
ivec3 cultmath_pcg3d(ivec3 value)
{
uint x = uint(value.x) * 1664525u + 1013904223u, y = uint(value.y) * 1664525u + 1013904223u, z = uint(value.z) * 1664525u + 1013904223u;
x += y * z; y += z * x; z += x * y;
x ^= x >> 16; y ^= y >> 16; z ^= z >> 16;
x += y * z; y += z * x; z += x * y;
return ivec3(int(x), int(y), int(z));
}
ivec3 cultmath_pcg3d(vec3 value) { return cultmath_pcg3d(ivec3(int(floatBitsToUint(value.x)), int(floatBitsToUint(value.y)), int(floatBitsToUint(value.z)))); }
ivec3 cultmath_pcg3d(vec2 value) { return cultmath_pcg3d(vec3(value, 0.0)); }
ivec4 cultmath_pcg4d(ivec4 value)
{
uint x = uint(value.x) * 1664525u + 1013904223u, y = uint(value.y) * 1664525u + 1013904223u;
uint z = uint(value.z) * 1664525u + 1013904223u, w = uint(value.w) * 1664525u + 1013904223u;
x += y * w; y += z * x; z += x * y; w += y * z;
x ^= x >> 16; y ^= y >> 16; z ^= z >> 16; w ^= w >> 16;
x += y * w; y += z * x; z += x * y; w += y * z;
return ivec4(int(x), int(y), int(z), int(w));
}
ivec4 cultmath_pcg4d(vec4 value) { return cultmath_pcg4d(ivec4(int(floatBitsToUint(value.x)), int(floatBitsToUint(value.y)), int(floatBitsToUint(value.z)), int(floatBitsToUint(value.w)))); }
// Inigo Quilez, "smooth minimum": quadratic-polynomial smin carried to value-and-gradient form. See
// math.smin_grad's comment (math.cs) for why the gradient blend is exact, not an approximation.
vec4 cultmath_smin_grad(vec4 a, vec4 b, float k)
{
float h = clamp(0.5 + 0.5 * (b.w - a.w) / k, 0.0, 1.0);
float value = mix(b.w, a.w, h) - k * h * (1.0 - h);
vec3 gradient = mix(b.xyz, a.xyz, h);
return vec4(gradient, value);
}
// Invariant 8's one struct return shape (design.md, "HLSL Target: Source Transformations"):
// compared field by field and bit for bit against CultMath.CultCellular, same field order.
struct CultCellular
{
vec4 nearest;
vec4 edge;
float id;
};
// Worley, "A Cellular Texture Basis Function" (SIGGRAPH 1996). See math.cellular's comment
// (math.cs) for the hashing, gradient, search-radius exactness proof, id source and
// degenerate-point conventions this mirrors exactly, including the 5x5x5 lower-bound prune.
CultCellular cultmath_cellular(vec3 p)
{
vec3 cell = floor(p);
float f1 = 1.0e30;
float f2 = 1.0e30;
vec3 c1 = vec3(0.0, 0.0, 0.0);
vec3 c2 = vec3(0.0, 0.0, 0.0);
vec3 cellId = vec3(0.0, 0.0, 0.0);
for (int dz = -2; dz <= 2; dz++)
{
float lz = max(0.0, abs(float(dz)) - 1.0);
for (int dy = -2; dy <= 2; dy++)
{
float ly = max(0.0, abs(float(dy)) - 1.0);
for (int dx = -2; dx <= 2; dx++)
{
float lx = max(0.0, abs(float(dx)) - 1.0);
float lowerBound = sqrt(lx * lx + ly * ly + lz * lz);
if (lowerBound >= f2)
continue;
vec3 neighbor = cell + vec3(dx, dy, dz);
ivec3 hash = cultmath_pcg3d(ivec3(neighbor));
vec3 jitter = vec3(
float(uint(hash.x) >> 8) * (1.0 / 16777216.0),
float(uint(hash.y) >> 8) * (1.0 / 16777216.0),
float(uint(hash.z) >> 8) * (1.0 / 16777216.0));
vec3 feature = neighbor + jitter;
float d = cultmath_distance(p, feature);
if (d < f1)
{
f2 = f1; c2 = c1;
f1 = d; c1 = feature; cellId = neighbor;
}
else if (d < f2)
{
f2 = d; c2 = feature;
}
}
}
}
// F1 = 0 and F2 = 0 share the same degenerate-gradient guard; see math.cellular's comment
// (math.cs) for why F2 = 0 is reachable past roughly |p| = 2^23.
vec3 grad1 = f1 > 0.0 ? (p - c1) / f1 : vec3(0.0, 0.0, 0.0);
vec3 grad2 = f2 > 0.0 ? (p - c2) / f2 : vec3(0.0, 0.0, 0.0);
// id comes from pcg4d over the winning cell's integer coordinate alone (same int-hashing rule
// as the jitter above), never from the pcg3d hash that produced its jitter (F4).
ivec4 idHash = cultmath_pcg4d(ivec4(ivec3(cellId), 0));
CultCellular result;
result.nearest = vec4(grad1, f1);
result.edge = vec4(grad2 - grad1, f2 - f1);
result.id = float(uint(idHash.w) >> 8) * (1.0 / 16777216.0);
return result;
}
// Sites: a site is vec4(position.xyz, weight). A shader function cannot take a span (design.md, "Sites"), so a span is a
// fixed-capacity array and a count (cultmath_power_border, below), or a loop over a per-site step:
// CultSiteCells cells = cultmath_site_cells_empty();
// for (int i = 0; i < count; i++)
// cells = cultmath_site_cells_insert(cells, cultmath_power_score(p, sites[i]), i);
// The exact power cell border is cultmath_power_border, the second loop over the sites that skips the owner cells.nearestSite.
// The step trusts the owner: a p outside the owner's cell reports distance 0 with that plane's normal, not an error.
// Statement for statement with math.Sites.cs (power_score, multiplicative_score, site_cells_*, gabriel_margin).
struct CultSiteCells
{
vec4 nearest;
vec4 second;
float nearestSite;
float secondSite;
};
vec4 cultmath_power_score(vec3 p, vec4 site)
{
vec3 offset = p - site.xyz;
return vec4(offset * 2.0, dot(offset, offset) - site.w * site.w);
}
vec4 cultmath_multiplicative_score(vec3 p, vec4 site)
{
vec3 offset = p - site.xyz;
float r = length(offset);
vec3 gradient = r > 0.0 ? offset / (r * site.w) : vec3(0.0, 0.0, 0.0);
return vec4(gradient, r / site.w);
}
CultSiteCells cultmath_site_cells_empty()
{
CultSiteCells result;
result.nearest = vec4(0.0, 0.0, 0.0, 1.0e30);
result.second = vec4(0.0, 0.0, 0.0, 1.0e30);
result.nearestSite = -1.0;
result.secondSite = -1.0;
return result;
}
CultSiteCells cultmath_site_cells_insert(CultSiteCells cells, vec4 score, int index)
{
CultSiteCells result = cells;
if (score.w < cells.nearest.w)
{
result.second = cells.nearest;
result.secondSite = cells.nearestSite;
result.nearest = score;
result.nearestSite = float(index);
}
else if (score.w < cells.second.w)
{
result.second = score;
result.secondSite = float(index);
}
return result;
}
vec4 cultmath_site_cells_border(CultSiteCells cells)
{
vec3 n = cells.second.xyz - cells.nearest.xyz;
float len = length(n);
if (cells.secondSite < 0.0 || len <= 0.0)
return vec4(0.0, 0.0, 0.0, 1.0e30);
return vec4(n / len, (cells.second.w - cells.nearest.w) / len);
}
vec4 cultmath_power_border_step(vec3 p, vec4 owner, vec4 other, vec4 border)
{
vec3 d = other.xyz - owner.xyz;
float len = length(d);
if (len <= 0.0)
return border;
float plane = max((dot(owner.xyz - p, d) + 0.5 * (dot(d, d) + (owner.w - other.w) * (owner.w + other.w))) / len, 0.0);
return plane < border.w ? vec4(-d / len, plane) : border;
}
float cultmath_gabriel_margin(vec3 a, vec3 b, vec3 other)
{
float r = cultmath_distance(a, b) * 0.5;
if (r <= 0.0)
return -1.0;
return (cultmath_distance(other, (a + b) * 0.5) - r) / r;
}
// Weighted lattice cells: the four per-cell steps of math.Lattice.cs, statement for statement; cultmath_weighted_lattice_cells,
// after them, is the whole function.
vec3 cultmath_lattice_site(vec2 cell, float time, float drift)
{
ivec3 h = cultmath_pcg3d(ivec3(int(cell.x), int(cell.y), 0));
vec2 phase = vec2(float(uint(h.x) >> 8) * (1.0 / 16777216.0), float(uint(h.y) >> 8) * (1.0 / 16777216.0));
vec2 site = cell + 0.5 + 0.5 * vec2(sin(drift * time + CULTMATH_TAU * phase.x), sin(drift * time + CULTMATH_TAU * phase.y));
return vec3(site, 0.5 + 0.5 * (float(uint(h.z) >> 8) * (1.0 / 16777216.0)));
}
float cultmath_lattice_weight(float base_weight, float border, float boost, float falloff)
{
float t = border / falloff;
return base_weight * (1.0 + boost * exp(-(t * t)));
}
float cultmath_lattice_distance(vec2 q, vec2 site, float weight, vec2 normal, float stretch)
{
vec2 v = site - q;
float a = dot(v, normal);
float c = v.x * normal.y - v.y * normal.x;
return weight * length(vec2(stretch * a, c));
}
float cultmath_lattice_smooth_step(float m, float d, float f1, float smoothing)
{
if (d >= f1 + 2.0 * smoothing)
return m;
float h = cultmath_smoothstep(0.0, 1.0, 0.5 + 0.5 * (m - d) / smoothing);
float next = m + (d - m) * h - h * (1.0 - h) * smoothing / (1.0 + 3.0 * smoothing);
return min(next, f1 + smoothing);
}
// Sites by value: a shader function cannot take a span, so these take vec4 sites[CULTMATH_MAX_SITES] and the count in use, with
// count in [0, CULTMATH_MAX_SITES]. A consumer defines CULTMATH_MAX_SITES before including this file to change the capacity; loops
// run to count, so the capacity costs uniform space, not iterations. A caller whose sites live in a buffer copies them into a local array first.
// The preconditions the C# functions throw for are the caller's in a shader: finite arguments, cellSize > 0, boost in [0, 4],
// falloff > 0, smoothing in (0, 1], stretch in [1, 2], p within 2^23 cells. A zero stretchNormal means (1, 0) and needs stretch == 1.
// cultmath_weighted_lattice_cells is math.weighted_lattice_cells: the ring pass is bounded by k <= 37 and exits as C# does, and the
// box pass recomputes each distance instead of caching it (a 75 x 75 private array is not a shader option), with the same values.
#ifndef CULTMATH_MAX_SITES
#define CULTMATH_MAX_SITES 128
#endif
vec4 cultmath_power_border(vec3 p, vec4 sites[CULTMATH_MAX_SITES], int count)
{
CultSiteCells cells = cultmath_site_cells_empty();
for (int i = 0; i < count; i++)
cells = cultmath_site_cells_insert(cells, cultmath_power_score(p, sites[i]), i);
vec4 border = vec4(0.0, 0.0, 0.0, 1.0e30);
int owner = int(cells.nearestSite);
if (owner < 0)
return border;
for (int k = 0; k < count; k++)
if (k != owner)
border = cultmath_power_border_step(p, sites[owner], sites[k], border);
return border;
}
float cultmath_lattice_cell_distance(vec2 q, vec2 cell, float time, float drift, vec4 bodies[CULTMATH_MAX_SITES], int count,
float cellSize, float boost, float falloff, vec2 normal, float stretch)
{
vec3 site = cultmath_lattice_site(cell, time, drift);
float border = cultmath_power_border(vec3((cell + 0.5) * cellSize, 0.0), bodies, count).w;
return cultmath_lattice_distance(q, site.xy, cultmath_lattice_weight(site.z, border, boost, falloff), normal, stretch);
}
vec4 cultmath_weighted_lattice_cells(vec2 p, float time, vec4 bodies[CULTMATH_MAX_SITES], int count, float cellSize, float drift,
float boost, float falloff, float smoothing, vec2 stretchNormal, float stretch)
{
float scale = max(abs(stretchNormal.x), abs(stretchNormal.y));
vec2 normal = vec2(1.0, 0.0);
if (scale > 0.0)
{
normal = stretchNormal / scale;
normal = normal / length(normal);
}
vec2 q = p / cellSize;
vec2 origin = floor(q);
int cx0 = int(origin.x);
int cz0 = int(origin.y);
float f1 = 1.0e30;
float f2 = 1.0e30;
int reach = 0;
for (int k = 0; k <= 37; k++)
{
if (k > 1 && 0.5 * float(k - 1) >= max(f2, f1 + 2.0 * smoothing))
break;
for (int dz = -k; dz <= k; dz++)
{
int step = dz == -k || dz == k || k == 0 ? 1 : 2 * k;
for (int dx = -k; dx <= k; dx += step)
{
float d = cultmath_lattice_cell_distance(q, vec2(cx0 + dx, cz0 + dz), time, drift, bodies, count, cellSize, boost, falloff, normal, stretch);
if (d < f1) { f2 = f1; f1 = d; }
else if (d < f2) f2 = d;
}
}
reach = k;
}
float m = f1 + smoothing;
float best = 1.0e30;
float second = 1.0e30;
int winDx = 0;
int winDz = 0;
for (int dz = -reach; dz <= reach; dz++)
for (int dx = -reach; dx <= reach; dx++)
{
float d = cultmath_lattice_cell_distance(q, vec2(cx0 + dx, cz0 + dz), time, drift, bodies, count, cellSize, boost, falloff, normal, stretch);
if (d < best) { second = best; best = d; winDx = dx; winDz = dz; }
else if (d < second) second = d;
m = cultmath_lattice_smooth_step(m, d, f1, smoothing);
}
ivec4 id = cultmath_pcg4d(ivec4(cx0 + winDx, cz0 + winDz, 0, 0));
return vec4(best, second, m, float(uint(id.w) >> 8) * (1.0 / 16777216.0));
}
vec2 cultmath_segment_closest(vec2 point_value, vec2 start, vec2 end)
{
vec2 segment = end - start;
float segmentLengthSq = cultmath_lengthsq(segment);
if (segmentLengthSq <= 0.0)
return start;
float t = cultmath_saturate(dot(point_value - start, segment) / segmentLengthSq);
return start + segment * t;
}
vec3 cultmath_segment_closest(vec3 point_value, vec3 start, vec3 end)
{
vec3 segment = end - start;
float segmentLengthSq = cultmath_lengthsq(segment);
if (segmentLengthSq <= 0.0)
return start;
float t = cultmath_saturate(dot(point_value - start, segment) / segmentLengthSq);
return start + segment * t;
}
float cultmath_distance_to_segment(vec2 point_value, vec2 start, vec2 end)
{
return cultmath_distance(point_value, cultmath_segment_closest(point_value, start, end));
}
float cultmath_distance_to_segment(vec3 point_value, vec3 start, vec3 end)
{
return cultmath_distance(point_value, cultmath_segment_closest(point_value, start, end));
}
// Interval arithmetic over vec2(lo, hi), lo <= hi, both finite. Every cultmath_iv_* function returns
// an interval containing f(x) for every x in its input intervals, mirroring math.Interval.cs bit for
// bit; see that file and docs/design.md ("Intervals") for each op's enclosure and its ulp widening.
// Included by CultMath.hlsl after its own definitions of cultmath_smoothstep and cultmath_snoise.
// Lipschitz constant of cultmath_snoise(vec3); provenance in math.Interval.cs (SNOISE_LIPSCHITZ).
const float CULTMATH_SNOISE_LIPSCHITZ = 7.9640074;
// Lipschitz constant of cultmath_snoise(vec2); provenance in math.Interval.cs (SNOISE2_LIPSCHITZ).
const float CULTMATH_SNOISE2_LIPSCHITZ = 8.117002;
vec2 cultmath_iv_point(float value) { return vec2(value, value); }
vec2 cultmath_iv_add(vec2 a, vec2 b) { return vec2(a.x + b.x, a.y + b.y); }
vec2 cultmath_iv_sub(vec2 a, vec2 b) { return vec2(a.x - b.y, a.y - b.x); }
vec2 cultmath_iv_neg(vec2 a) { return vec2(-a.y, -a.x); }
vec2 cultmath_iv_mul(vec2 a, vec2 b)
{
float p0 = a.x * b.x;
float p1 = a.x * b.y;
float p2 = a.y * b.x;
float p3 = a.y * b.y;
return vec2(min(min(p0, p1), min(p2, p3)), max(max(p0, p1), max(p2, p3)));
}
vec2 cultmath_iv_scale(vec2 a, float s) { return s >= 0.0 ? vec2(a.x * s, a.y * s) : vec2(a.y * s, a.x * s); }
vec2 cultmath_iv_abs(vec2 a)
{
if (a.x >= 0.0)
return a;
if (a.y <= 0.0)
return vec2(-a.y, -a.x);
return vec2(0.0, max(-a.x, a.y));
}
vec2 cultmath_iv_min(vec2 a, vec2 b) { return vec2(min(a.x, b.x), min(a.y, b.y)); }
vec2 cultmath_iv_max(vec2 a, vec2 b) { return vec2(max(a.x, b.x), max(a.y, b.y)); }
vec2 cultmath_iv_sqr(vec2 a)
{
float l = a.x * a.x;
float h = a.y * a.y;
if (a.x >= 0.0)
return vec2(l, h);
if (a.y <= 0.0)
return vec2(h, l);
return vec2(0.0, max(l, h));
}
vec2 cultmath_iv_sqrt(vec2 a) { return vec2(sqrt(max(a.x, 0.0)), sqrt(max(a.y, 0.0))); }
// Widened by one ulp on each side: exp is not required to be correctly rounded.
vec2 cultmath_iv_exp(vec2 a)
{
float lo = exp(a.x);
float hi = exp(a.y);
return vec2(lo > 0.0 ? uintBitsToFloat(floatBitsToUint(lo) - 1u) : 0.0, uintBitsToFloat(floatBitsToUint(hi) + 1u));
}
vec2 cultmath_iv_clamp(vec2 a, float minimum, float maximum)
{
return vec2(cultmath_clamp(a.x, minimum, maximum), cultmath_clamp(a.y, minimum, maximum));
}
vec2 cultmath_iv_saturate(vec2 a) { return vec2(cultmath_saturate(a.x), cultmath_saturate(a.y)); }
// The endpoints, ordered, widened by one ulp inside [0, 1]: the float32 evaluation of smoothstep is
// monotone only to within one ulp.
vec2 cultmath_iv_smoothstep(float minimum, float maximum, vec2 a)
{
float s0 = cultmath_smoothstep(minimum, maximum, a.x);
float s1 = cultmath_smoothstep(minimum, maximum, a.y);
float lo = min(s0, s1);
float hi = max(s0, s1);
return vec2(lo > 0.0 ? uintBitsToFloat(floatBitsToUint(lo) - 1u) : 0.0, hi < 1.0 ? uintBitsToFloat(floatBitsToUint(hi) + 1u) : 1.0);
}
// The natural interval extension of x + (y - x) * amount, which is how cultmath_lerp evaluates.
vec2 cultmath_iv_lerp(vec2 a, vec2 b, float amount) { return cultmath_iv_add(a, cultmath_iv_scale(cultmath_iv_sub(b, a), amount)); }
// [n - L r, n + L r] intersected with [-1, 1], n = cultmath_snoise(centre). One snoise, value only.
vec2 cultmath_iv_snoise_ball(vec3 centre, float radius)
{
float n = cultmath_snoise(centre);
float e = CULTMATH_SNOISE_LIPSCHITZ * radius;
return vec2(max(n - e, -1.0), min(n + e, 1.0));
}
// The 2D overload: [n - L2 r, n + L2 r] intersected with [-1, 1], n = cultmath_snoise(centre). One snoise, value only.
vec2 cultmath_iv_snoise_ball(vec2 centre, float radius)
{
float n = cultmath_snoise(centre);
float e = CULTMATH_SNOISE2_LIPSCHITZ * radius;
return vec2(max(n - e, -1.0), min(n + e, 1.0));
}
// Octave sum of cultmath_iv_snoise_ball, compounding frequency and amplitude as the value-and-gradient fBm does.
vec2 cultmath_iv_fbm_ball(vec3 centre, float radius, int octaves, float lacunarity, float gain)
{
octaves = clamp(octaves, 0, 16);
float amplitude = 1.0;
float frequency = 1.0;
vec2 sum = vec2(0.0, 0.0);
for (int i = 0; i < octaves; i++)
{
sum = cultmath_iv_add(sum, cultmath_iv_scale(cultmath_iv_snoise_ball(centre * frequency, radius * abs(frequency)), amplitude));
frequency *= lacunarity;
amplitude *= gain;
}
return sum;
}
// A ball (xyz centre, w radius) enclosing every point of every ray of a screen tile over the depth segment
// [z0, z1], warped by at most warp. Camera frame: pinhole at the origin looking down +z, ray (m z, z).
// footprintPerDepth = N / (sqrt(2) f) for an N x N tile at focal length f. The radius is widened by
// (|c|_1 + radius) 2^-20, which covers the ball's own float32 rounding. Derivation in math.Interval.cs.
vec4 cultmath_iv_frustum_ball(vec2 centreSlope, float z0, float z1, float footprintPerDepth, float warp)
{
float zm = (z0 + z1) * 0.5;
float axis = sqrt(centreSlope.x * centreSlope.x + centreSlope.y * centreSlope.y + 1.0);
float cx = centreSlope.x * zm;
float cy = centreSlope.y * zm;
float radius = (z1 - z0) * 0.5 * axis + z1 * footprintPerDepth + warp;
radius += (abs(cx) + abs(cy) + abs(zm) + radius) * 9.5367431640625e-7;
return vec4(cx, cy, zm, radius);
}
// Reduced affine forms with one shared symbol over vec3(x0, a, e): the set { x0 + a eps + e delta :
// delta in [-1, 1] } at the region's shared eps in [-1, 1], e >= 0. Every cultmath_af_* function mirrors
// math.Affine.cs bit for bit; see that file and docs/design.md ("Affine forms") for each op's enclosure
// and the float32 rounding allowance it folds into e. Included by CultMath.hlsl after
// CultMath.Interval.hlsl, whose CULTMATH_SNOISE_LIPSCHITZ it shares, and after its own
// definition of cultmath_snoise_grad.
// An upper bound on the spectral norm of the Hessian of cultmath_snoise(vec3); provenance in
// math.Affine.cs (SNOISE_HESSIAN).
const float CULTMATH_SNOISE_HESSIAN = 55.642143;
// The absolute rounding of one float32 read of cultmath_snoise_grad, value and gradient; the owner is
// math.Affine.cs (SNOISE_READ_VALUE, SNOISE_READ_GRADIENT), read here by cultmath_af_snoise and in
// CultMath.hlsl by cultmath_span_slack.
const float CULTMATH_SNOISE_READ_VALUE = 6.103515625e-5;
const float CULTMATH_SNOISE_READ_GRADIENT = 2.44140625e-4;
// An upper bound on the operator norm of the third-derivative tensor of cultmath_snoise(vec3), the
// next order after CULTMATH_SNOISE_HESSIAN; provenance in math.Span.cs (SNOISE_THIRD).
const float CULTMATH_SNOISE_THIRD = 535.8009;
vec3 cultmath_af_point(float value) { return vec3(value, 0.0, 0.0); }
vec3 cultmath_af_symbol(float x0, float a) { return vec3(x0, a, 0.0); }
vec3 cultmath_af_from_iv(vec2 interval)
{
float x0 = interval.x * 0.5 + interval.y * 0.5;
float e = interval.y * 0.5 - interval.x * 0.5;
return vec3(x0, 0.0, e + (abs(x0) + e) * 9.5367431640625e-7 + 1.17549435e-38);
}
// An endpoint that would be NaN is the infinity on its side. NaN is found by its bit pattern: dxc marks
// compares fast, so a test that needs NaN to make `lo == lo` false is deleted under its default flags.
vec2 cultmath_af_range(vec3 x)
{
float r = abs(x.y) + x.z;
float w = abs(x.x) * 9.5367431640625e-7 + r * 9.5367431640625e-7;
float lo = x.x - r - w;
float hi = x.x + r + w;
return vec2((floatBitsToUint(lo) & 0x7fffffffu) > 0x7f800000u ? uintBitsToFloat(0xff800000u) : lo,
(floatBitsToUint(hi) & 0x7fffffffu) > 0x7f800000u ? uintBitsToFloat(0x7f800000u) : hi);
}
vec3 cultmath_af_add(vec3 x, vec3 y)
{
float x0 = x.x + y.x;
float a = x.y + y.y;
float e = x.z + y.z;
return vec3(x0, a, e + (abs(x0) + abs(a) + e) * 9.5367431640625e-7);
}
vec3 cultmath_af_sub(vec3 x, vec3 y)
{
float x0 = x.x - y.x;
float a = x.y - y.y;
float e = x.z + y.z;
return vec3(x0, a, e + (abs(x0) + abs(a) + e) * 9.5367431640625e-7);
}
vec3 cultmath_af_neg(vec3 x) { return vec3(-x.x, -x.y, x.z); }
vec3 cultmath_af_scale(vec3 x, float s)
{
float x0 = x.x * s;
float a = x.y * s;
float e = x.z * abs(s);
return vec3(x0, a, e + (abs(x0) + abs(a) + e) * 9.5367431640625e-7 + 1.17549435e-38);
}
vec3 cultmath_af_add_iv(vec3 x, vec2 interval) { return cultmath_af_add(x, cultmath_af_from_iv(interval)); }
vec3 cultmath_af_mul(vec3 x, vec3 y)
{
float x0 = x.x * y.x;
float p = x.x * y.y;
float q = y.x * x.y;
float a = p + q;
float e = abs(x.x) * y.z + abs(y.x) * x.z + (abs(x.y) + x.z) * (abs(y.y) + y.z);
return vec3(x0, a, e + (abs(x0) + abs(p) + abs(q) + e) * 9.5367431640625e-7 + 1.17549435e-38);
}
// The narrower of the Lipschitz form and the centred (Taylor) form over every p = centre + axis eps + w,
// |w| <= radius, from one cultmath_snoise_grad at the centre; the allowance for the float32 evaluation is
// in math.Affine.cs.
vec3 cultmath_af_snoise(vec3 centre, vec3 axis, float radius)
{
vec4 g = cultmath_snoise_grad(centre);
vec3 gradient = vec3(g.x, g.y, g.z);
float reach = length(axis) + radius;
float lipschitz = CULTMATH_SNOISE_LIPSCHITZ * reach;
float a = dot(gradient, axis);
float remainder = length(gradient) * radius + 0.5 * CULTMATH_SNOISE_HESSIAN * reach * reach;
float allowance = CULTMATH_SNOISE_READ_VALUE + CULTMATH_SNOISE_READ_GRADIENT * reach
+ CULTMATH_SNOISE_LIPSCHITZ * 9.5367431640625e-7 * (abs(centre.x) + abs(centre.y) + abs(centre.z) + reach);
bool centred = abs(a) + remainder < lipschitz;
float slope = centred ? a : 0.0;
float e = (centred ? remainder : lipschitz) + allowance;
return vec3(g.w, slope, e + (abs(g.w) + abs(slope) + e) * 9.5367431640625e-7);
}
// Octave sum of cultmath_af_snoise, compounding frequency and amplitude as the value-and-gradient fBm does.
vec3 cultmath_af_fbm(vec3 centre, vec3 axis, float radius, int octaves, float lacunarity, float gain)
{
octaves = clamp(octaves, 0, 16);
float amplitude = 1.0;
float frequency = 1.0;
vec3 sum = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < octaves; i++)
{
sum = cultmath_af_add(sum, cultmath_af_scale(cultmath_af_snoise(centre * frequency, axis * frequency, radius * abs(frequency)), amplitude));
frequency *= lacunarity;
amplitude *= gain;
}
return sum;
}
// The axis of a screen tile's slice over the depth segment [z0, z1]; camera frame of
// cultmath_iv_frustum_ball.
vec3 cultmath_af_frustum_axis(vec2 centreSlope, float z0, float z1)
{
float h = (z1 - z0) * 0.5;
return vec3(centreSlope.x * h, centreSlope.y * h, h);
}
// The affine slice of a screen tile over [z0, z1]: centre xyz, radius w. Derivation in math.Affine.cs.
vec4 cultmath_af_frustum_ball(vec2 centreSlope, float z0, float z1, float footprintPerDepth, float warpVariation)
{
float zm = (z0 + z1) * 0.5;
float h = (z1 - z0) * 0.5;
float cx = centreSlope.x * zm;
float cy = centreSlope.y * zm;
float spread = (abs(centreSlope.x) + abs(centreSlope.y) + 1.0) * h;
float radius = z1 * footprintPerDepth + warpVariation;
radius += (abs(cx) + abs(cy) + abs(zm) + spread + radius) * 9.5367431640625e-7;
return vec4(cx, cy, zm, radius);
}
// Span stages (invariant 8): the SpanPath, SpanStage and SpanNoise of math.Span.cs, field for field in
// C#'s order, and cultmath_span_stage, its octave stage, statement for statement so the text is a bit-for-bit
// mirror. They follow the includes because the bounds read CULTMATH_SNOISE_LIPSCHITZ, _HESSIAN and _THIRD.
// A shader caller builds a SpanStage itself (SpanStage(1.0, 1.0, vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0))
// is the identity of math.SpanStage.Identity, which has no shader form); see math.span_stage's comments for
// the span, the transform, the bounds and the allowances. cultmath_span_rounding and cultmath_span_slack
// are math.span_rounding and math.span_slack, the owners of S_o and of the three allowances.
struct SpanPath
{
vec3 midpoint;
vec3 velocity;
float speed;
float acceleration;
float halfLength;
};
struct SpanStage
{
float frequency;
float stretch;
vec3 axis;
vec3 shift;
vec3 offset;
vec3 octaveStep;
};
struct SpanNoise
{
vec4 field;
float curvature;
float fold;
};
float cultmath_span_rounding(float scale, vec3 mq, SpanStage stage, vec3 octaveShift, float nu, float halfLength)
{
return 9.5367431640625e-7 * (abs(scale) * (cultmath_csum(abs(mq)) + cultmath_csum(abs(stage.shift))) + cultmath_csum(abs(stage.offset)) + cultmath_csum(abs(octaveShift)) + 1.7320508 * nu * halfLength);
}
vec3 cultmath_span_slack(float rounding)
{
return vec3(CULTMATH_SNOISE_READ_VALUE + CULTMATH_SNOISE_LIPSCHITZ * rounding,
CULTMATH_SNOISE_READ_GRADIENT + CULTMATH_SNOISE_HESSIAN * rounding,
9.765625e-4 + CULTMATH_SNOISE_THIRD * rounding);
}
// The octave stage behind cultmath_span_fbm and cultmath_span_ridged, as math.span_stage is behind span_fbm
// and span_ridged. The Frobenius norm of the Hessian is written out in C#'s order (GLSL has no _mRC member
// access); the C# local named step is octaveShift here (it would shadow GLSL's step()).
SpanNoise cultmath_span_stage(bool ridged, SpanPath path, SpanStage stage, int octaves, float lacunarity, float gain)
{
vec3 q = path.midpoint;
float halfLength = path.halfLength;
octaves = clamp(octaves, 0, 16);
bool stretched = dot(stage.axis, stage.axis) > 0.0 && stage.stretch != 1.0;
vec3 direction = stretched ? normalize(stage.axis) : vec3(0.0, 0.0, 0.0);
float squeeze = stretched ? 1.0 / stage.stretch - 1.0 : 0.0;
float norm = abs(stage.frequency) * (stretched ? max(1.0, 1.0 / stage.stretch) : 1.0);
vec3 mq = stretched ? stage.frequency * (q + squeeze * dot(direction, q) * direction) : stage.frequency * q;
vec3 mv = stretched ? stage.frequency * (path.velocity + squeeze * dot(direction, path.velocity) * direction) : stage.frequency * path.velocity;
float amplitude = 1.0;
float scale = 1.0;
float value = 0.0;
vec3 gradient = vec3(0.0, 0.0, 0.0);
float curvature = 0.0;
float fold = 0.0;
for (int i = 0; i < octaves; i++)
{
vec3 octaveShift = float(i) * stage.octaveStep;
vec3 x = scale * (mq + stage.shift) + (stage.offset + octaveShift);
vec4 n = cultmath_snoise_grad(x);
vec3 g = vec3(n.x, n.y, n.z);
vec3 mg = stretched ? stage.frequency * (g + squeeze * dot(direction, g) * direction) : stage.frequency * g;
if (ridged)
{
float s = sign(n.w);
value += amplitude * (1.0 - abs(n.w));
gradient += -amplitude * scale * s * mg;
}
else
{
value += amplitude * n.w;
gradient += amplitude * scale * mg;
}
float weight = abs(amplitude);
float factor = abs(scale) * norm;
float nu = factor * path.speed;
float rounding = cultmath_span_rounding(scale, mq, stage, octaveShift, nu, halfLength);
vec3 slack = cultmath_span_slack(rounding);
float valueSlack = slack.x;
float gradientSlack = slack.y;
float hessianSlack = slack.z;
mat3 hm = cultmath_snoise_hessian(x);
float frobenius = sqrt(hm[0][0] * hm[0][0] + hm[0][1] * hm[0][1] + hm[0][2] * hm[0][2] + hm[1][0] * hm[1][0] + hm[1][1] * hm[1][1] + hm[1][2] * hm[1][2]
+ hm[2][0] * hm[2][0] + hm[2][1] * hm[2][1] + hm[2][2] * hm[2][2]);
float hessianBound = min(CULTMATH_SNOISE_HESSIAN, frobenius + hessianSlack + CULTMATH_SNOISE_THIRD * nu * halfLength);
curvature += weight * factor * factor * hessianBound;
if (ridged)
{
vec3 w = scale * mv;
float reach = hessianBound * nu * halfLength;
float gl = min(CULTMATH_SNOISE_LIPSCHITZ, length(g) + gradientSlack + reach);
float travel = (abs(dot(g, w)) + gradientSlack * length(w)) * halfLength + (hessianBound * nu * length(w) + gl * factor * path.acceleration) * (0.5 * halfLength * halfLength) + 2.0 * valueSlack;
fold += 2.0 * weight * max(travel - abs(n.w), 0.0);
}
scale *= lacunarity;
amplitude *= gain;
}
SpanNoise result;
result.field = vec4(gradient, value);
result.curvature = curvature;
result.fold = fold;
return result;
}
SpanNoise cultmath_span_fbm(SpanPath path, SpanStage stage, int octaves, float lacunarity, float gain)
{
return cultmath_span_stage(false, path, stage, octaves, lacunarity, gain);
}
SpanNoise cultmath_span_ridged(SpanPath path, SpanStage stage, int octaves, float lacunarity, float gain)
{
return cultmath_span_stage(true, path, stage, octaves, lacunarity, gain);
}
float cultmath_value_noise(vec2 position)
{
vec2 cell = floor(position);
vec2 local = cultmath_frac(position);
vec2 u = local * local * (vec2(3.0, 3.0) - vec2(2.0, 2.0) * local);
float a = cultmath_hash(cell);
float b = cultmath_hash(cell + vec2(1.0, 0.0));
float c = cultmath_hash(cell + vec2(0.0, 1.0));
float d = cultmath_hash(cell + vec2(1.0, 1.0));
return cultmath_lerp(cultmath_lerp(a, b, u.x), cultmath_lerp(c, d, u.x), u.y);
}
float cultmath_value_noise_bicubic(vec2 position)
{
vec2 cell = floor(position);
vec2 local = cultmath_frac(position);
float y0 = cultmath_catmullrom(cultmath_hash(cell + vec2(-1.0, -1.0)), cultmath_hash(cell + vec2(0.0, -1.0)), cultmath_hash(cell + vec2(1.0, -1.0)), cultmath_hash(cell + vec2(2.0, -1.0)), local.x);
float y1 = cultmath_catmullrom(cultmath_hash(cell + vec2(-1.0, 0.0)), cultmath_hash(cell + vec2(0.0, 0.0)), cultmath_hash(cell + vec2(1.0, 0.0)), cultmath_hash(cell + vec2(2.0, 0.0)), local.x);
float y2 = cultmath_catmullrom(cultmath_hash(cell + vec2(-1.0, 1.0)), cultmath_hash(cell + vec2(0.0, 1.0)), cultmath_hash(cell + vec2(1.0, 1.0)), cultmath_hash(cell + vec2(2.0, 1.0)), local.x);
float y3 = cultmath_catmullrom(cultmath_hash(cell + vec2(-1.0, 2.0)), cultmath_hash(cell + vec2(0.0, 2.0)), cultmath_hash(cell + vec2(1.0, 2.0)), cultmath_hash(cell + vec2(2.0, 2.0)), local.x);
return cultmath_catmullrom(y0, y1, y2, y3, local.y);
}
#endif