🔧 Use different noise implementation

This commit is contained in:
Simon Schneegans
2022-01-03 20:13:42 +01:00
parent 466d449dc4
commit 15b0237e54
4 changed files with 88 additions and 35 deletions
+3 -2
View File
@@ -49,7 +49,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
${shaderSnippets.noise()}
// These may be configurable in the future.
const float EDGE_FADE = 70;
const float EDGE_FADE = 90;
const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
@@ -124,7 +124,8 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
// Get a noise value which moves vertically in time.
vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
uv.y += uTime * FIRE_SPEED;
float noise = noise(uv * 5.0);
float noise = noise2D(uv * 7.5, 5);
// float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*4.0), 5);
// Modulate noise by effect mask.
vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
+1 -1
View File
@@ -74,7 +74,7 @@ var MatrixShader = GObject.registerClass({Properties: {}, Signals: {}},
vec2 block = pixelCoords/LETTER_SIZE - uv;
// Choose random letter.
uv += floor(rand(floor(rand(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
uv += floor(hash2D(floor(hash2D(block)*vec2(12.9898,78.233) + LETTER_FLICKER_SPEED*uTime + 42.254))*LETTER_TILES);
return texture2D(uFontTexture, uv/LETTER_TILES).r;
}
+5 -5
View File
@@ -65,7 +65,7 @@ var TRexShader = GObject.registerClass({Properties: {}, Signals: {}},
vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
vec2 coords = texCoords + rand(seed);
vec2 coords = texCoords + hash2D(seed);
coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
// Apply global scale.
@@ -78,10 +78,10 @@ var TRexShader = GObject.registerClass({Properties: {}, Signals: {}},
vec2 cellID = coords-cellUV + vec2(362.456);
// Add random rotation, scale and offset to each grid cell.
float scale = mix(0.8, 1.0, rand(cellID*seed*134.451).x);
float offsetX = mix(0.0, 1.0 - scale, rand(cellID*seed*54.4129).x);
float offsetY = mix(0.0, 1.0 - scale, rand(cellID*seed*25.3089).x);
float rotation = mix(0.0, 2.0 * 3.141, rand(cellID*seed*2.99837).x);
float scale = mix(0.8, 1.0, hash(cellID*seed*134.451));
float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129));
float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089));
float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837));
cellUV -= vec2(offsetX, offsetY);
cellUV /= scale;
+79 -27
View File
@@ -33,40 +33,92 @@ function standardUniforms() {
`;
}
// This simplex noise algorithm is based on an implementation by Inigo Quilez which is
// available under the MIT License (Copyright © 2013 Inigo Quilez).
// https://www.shadertoy.com/view/Msf3WH.
// These noise algorithms are based on implementations by Inigo Quilez which are
// available under the MIT License.
// https://www.shadertoy.com/view/lsf3WH
// https://www.shadertoy.com/view/4sfGzS
// https://www.shadertoy.com/view/Xsl3Dl
// https://www.shadertoy.com/view/Msf3WH
function noise() {
return `
vec2 rand(vec2 p) {
p = vec2(dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)));
return fract(sin(p)*43758.5453123);
vec2 hash2D(vec2 p) {
p = vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)));
return fract(sin(p) * 43758.5453123);
}
float noiseImpl(vec2 p) {
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec3 hash3D(vec3 p) {
p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6)));
return fract(sin(p) * 43758.5453123);
}
float hash(vec2 p) {
p = floor(p);
p = 50.0 * fract(p * 0.3183099 + vec2(0.71, 0.113));
return fract(p.x * p.y * (p.x + p.y));
}
float hash(vec3 p) {
p = fract(p * 0.3183099 + 0.1) * 17.0;
return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
}
float noise2D(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i + vec2(0.0, 0.0)),
hash(i + vec2(1.0, 0.0)), u.x),
mix(hash(i + vec2(0.0, 1.0)),
hash(i + vec2(1.0, 1.0)), u.x), u.y);
}
float noise3D(vec3 p) {
vec3 i = floor(p);
vec3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(mix(hash(i+vec3(0, 0 ,0)),
hash(i+vec3(1, 0 ,0)), f.x),
mix(hash(i+vec3(0, 1 ,0)),
hash(i+vec3(1, 1 ,0)), f.x), f.y),
mix(mix(hash(i+vec3(0, 0 ,1)),
hash(i+vec3(1, 0 ,1)), f.x),
mix(hash(i+vec3(0, 1 ,1)),
hash(i+vec3(1, 1 ,1)), f.x),f.y), f.z);
}
float noise2D(vec2 p, int octaves) {
mat2 m = mat2( 1.6, 1.2,
-1.2, 1.6);
float f = 0;
vec2 i = floor(p + (p.x + p.y) * K1);
vec2 a = p - i + (i.x + i.y) * K2;
float m = step(a.y, a.x);
vec2 o = vec2(m, 1.0-m);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max(0.5 - vec3(dot(a, a), dot(b, b), dot(c, c)), 0.0);
vec3 n = h * h * h * h * vec3(dot(a, -1.0 + 2.0 * rand(i + 0.0)),
dot(b, -1.0 + 2.0 * rand(i + o)),
dot(c, -1.0 + 2.0 * rand(i + 1.0)));
return dot(n, vec3(70.0)) * 0.5 + 0.5;
for (int i=1; i<=octaves; ++i) {
f += noise2D(p) / pow(2, i);
p = m * p;
}
return f;
}
float noise(vec2 p) {
mat2 m = mat2(1.6, 1.2, -1.2, 1.6);
float f = 0.5000 * noiseImpl(p); p = m*p;
f += 0.2500 * noiseImpl(p); p = m*p;
f += 0.1250 * noiseImpl(p); p = m*p;
f += 0.0625 * noiseImpl(p); p = m*p;
float noise3D(vec3 p, int octaves) {
const mat3 m = mat3( 0.00, 0.80, 0.60,
-0.80, 0.36, -0.48,
-0.60, -0.48, 0.64);
float f = 0;
for (int i=1; i<=octaves; ++i) {
f += noise3D(p) / pow(2, i);
p = m * p * 2.01;
}
return f;
}
`;