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Original file line number | Diff line number | Diff line change |
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#define NUM_OCTAVES 3 | ||
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float mod289(float x) { | ||
return x - floor(x * (1.0 / 289.0)) * 289.0; | ||
} | ||
vec4 mod289(vec4 x) { | ||
return x - floor(x * (1.0 / 289.0)) * 289.0; | ||
} | ||
vec4 perm(vec4 x) { | ||
return mod289(((x * 34.0) + 1.0) * x); | ||
} | ||
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float noise(vec3 p) { | ||
vec3 a = floor(p); | ||
vec3 d = p - a; | ||
d = d * d * (3.0 - 2.0 * d); | ||
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vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); | ||
vec4 k1 = perm(b.xyxy); | ||
vec4 k2 = perm(k1.xyxy + b.zzww); | ||
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vec4 c = k2 + a.zzzz; | ||
vec4 k3 = perm(c); | ||
vec4 k4 = perm(c + 1.0); | ||
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vec4 o1 = fract(k3 * (1.0 / 41.0)); | ||
vec4 o2 = fract(k4 * (1.0 / 41.0)); | ||
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vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); | ||
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); | ||
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return o4.y * d.y + o4.x * (1.0 - d.y); | ||
} | ||
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float fbm(vec3 x) { | ||
float v = 0.0; | ||
float a = 0.5; | ||
vec3 shift = vec3(100); | ||
for(int i = 0; i < NUM_OCTAVES; ++i) { | ||
v += a * noise(x); | ||
x = x * 2.0 + shift; | ||
a *= 0.5; | ||
} | ||
return v; | ||
} | ||
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#pragma glslify: export(fbm) |
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