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- float saturate (float s){
- return clamp(s,0,1);
- }
- float remap(float value, float inputMin, float inputMax, float outputMin, float outputMax) {
- return outputMin + (outputMax - outputMin) * (value - inputMin) / (inputMax - inputMin);
- }
- float sdSphere(vec3 p, float s){
- return length(p)-s;
- }
- //--- simplex noise 3D functions
- vec3 mod289(vec3 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
- }
- vec4 mod289_v4(vec4 x) {
- return x - floor(x * (1.0 / 289.0)) * 289.0;
- }
- vec4 permute(vec4 x) {
- return mod289_v4(((x*34.0)+10.0)*x);
- }
- vec4 taylorInvSqrt(vec4 r)
- {
- return 1.79284291400159 - 0.85373472095314 * r;
- }
- // Simplex 3D noise
- float snoise(vec3 v){
- const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
- const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
- vec3 i = floor(v + dot(v, C.yyy) );
- vec3 x0 = v - i + dot(i, C.xxx) ;
- vec3 g = step(x0.yzx, x0.xyz);
- 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 - D.yyy;
- i = mod289(i);
- vec4 p = permute( permute( 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 ));
- float n_ = 0.142857142857;
- vec3 ns = n_ * D.wyz - D.xzx;
- 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));
- 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 = taylorInvSqrt(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) ) );
- }
- //--- end noise
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