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m---------src/Runtime/ogl-runtime0
-rw-r--r--src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib234
2 files changed, 0 insertions, 234 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime
new file mode 160000
+Subproject 2025912174c4cf99270b7439ec3b021e1d089ae
diff --git a/src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib b/src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib
deleted file mode 100644
index 347386c4..00000000
--- a/src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib
+++ /dev/null
@@ -1,234 +0,0 @@
-/****************************************************************************
-**
-** Copyright (C) 2014 NVIDIA Corporation.
-** Copyright (C) 2017 The Qt Company Ltd.
-** Contact: https://www.qt.io/licensing/
-**
-** This file is part of Qt 3D Studio.
-**
-** $QT_BEGIN_LICENSE:GPL$
-** Commercial License Usage
-** Licensees holding valid commercial Qt licenses may use this file in
-** accordance with the commercial license agreement provided with the
-** Software or, alternatively, in accordance with the terms contained in
-** a written agreement between you and The Qt Company. For licensing terms
-** and conditions see https://www.qt.io/terms-conditions. For further
-** information use the contact form at https://www.qt.io/contact-us.
-**
-** GNU General Public License Usage
-** Alternatively, this file may be used under the terms of the GNU
-** General Public License version 3 or (at your option) any later version
-** approved by the KDE Free Qt Foundation. The licenses are as published by
-** the Free Software Foundation and appearing in the file LICENSE.GPL3
-** included in the packaging of this file. Please review the following
-** information to ensure the GNU General Public License requirements will
-** be met: https://www.gnu.org/licenses/gpl-3.0.html.
-**
-** $QT_END_LICENSE$
-**
-****************************************************************************/
-
-// check out implementation from GPU Gems 1 and 2
-
-float fade( in float x )
-{
- return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 ));
- //return( x * x * ( 3.0 - 2.0 * x ) );
-}
-
-vec2 fade( in vec2 x )
-{
- return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 ));
- //return( x * x * ( 3.0 - 2.0 * x ) );
-}
-
-vec3 fade( in vec3 x )
-{
- return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 ));
- //return( x * x * ( 3.0 - 2.0 * x ) );
-}
-
-vec4 fade( in vec4 x )
-{
- return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 ));
- //return( x * x * ( 3.0 - 2.0 * x ) );
-}
-
-float influence( in int hash, in float x )
-{
- return( x * texelFetch( randomGradient1D, ivec2(hash, 0), 0 ).x );
-}
-
-float influence( in int hash, in float x, in float y )
-{
- return( dot( vec2( x, y ), texelFetch( randomGradient2D, ivec2(hash, 0), 0 ).xy ) );
-}
-
-float influence( in int hash, in float x, in float y, in float z )
-{
- return( dot( vec3( x, y, z ), texelFetch( randomGradient3D, ivec2(hash, 0), 0 ).xyz ) );
-}
-
-float influence( in int hash, in float x, in float y, in float z, in float w )
-{
- return( dot( vec4( x, y, z, w ), texelFetch( randomGradient4D, ivec2(hash, 0), 0 ) ) );
-}
-
-float perlinNoise( in float pos )
-{
- float floorPos = floor( pos );
- int intPos = int( floorPos );
- float fracPos = pos - floorPos;
-
- return( mix( influence( random255X( intPos ), fracPos ), influence( random255X( intPos+1 ), fracPos - 1.0 ), fade( fracPos ) ) );
-}
-
-float perlinNoise( in vec2 pos )
-{
- vec2 floorPos = floor( pos );
- vec2 fracPos = pos - floorPos;
- vec2 fadedPos = fade( fracPos );
-
- int ax = random255X( int(floorPos.x) );
- int bx = random255X( int(floorPos.x) + 1 );
- int ay = random255Y( int(floorPos.y) );
- int by = random255Y( int(floorPos.y) + 1 );
-
- return( mix( mix( influence( ax^ay, fracPos.x, fracPos.y )
- , influence( bx^ay, fracPos.x - 1.0, fracPos.y ), fadedPos.x )
- , mix( influence( ax^by, fracPos.x, fracPos.y - 1.0 )
- , influence( bx^by, fracPos.x - 1.0, fracPos.y - 1.0 ), fadedPos.x ), fadedPos.y ) );
-}
-
-float perlinNoise( in vec3 pos )
-{
- vec3 floorPos = floor( pos );
- vec3 fracPos = pos - floorPos;
- vec3 fadedPos = fade( fracPos );
-
- int ax = random255X( int(floorPos.x) );
- int bx = random255X( int(floorPos.x) + 1 );
- int ay = random255Y( int(floorPos.y) );
- int by = random255Y( int(floorPos.y) + 1 );
- int az = random255Z( int(floorPos.z) );
- int bz = random255Z( int(floorPos.z) + 1 );
-
- int axay = ax ^ ay;
- int bxay = bx ^ ay;
- int axby = ax ^ by;
- int bxby = bx ^ by;
-
- return( mix( mix( mix( influence( axay^az, fracPos.x, fracPos.y, fracPos.z )
- , influence( bxay^az, fracPos.x - 1.0, fracPos.y, fracPos.z ), fadedPos.x )
- , mix( influence( axby^az, fracPos.x, fracPos.y - 1.0, fracPos.z )
- , influence( bxby^az, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z ), fadedPos.x ), fadedPos.y )
- , mix( mix( influence( axay^bz, fracPos.x, fracPos.y , fracPos.z - 1.0 )
- , influence( bxay^bz, fracPos.x - 1.0, fracPos.y , fracPos.z - 1.0 ), fadedPos.x )
- , mix( influence( axby^bz, fracPos.x, fracPos.y - 1.0, fracPos.z - 1.0 )
- , influence( bxby^bz, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z - 1.0 ), fadedPos.x ), fadedPos.y ), fadedPos.z ) );
-}
-
-float perlinNoise( in vec4 pos )
-{
- vec4 floorPos = floor( pos );
- vec4 fracPos = pos - floorPos;
- vec4 fadedPos = fade( fracPos );
-
- int ax = random255X( int(floorPos.x) );
- int bx = random255X( int(floorPos.x) + 1 );
- int ay = random255Y( int(floorPos.y) );
- int by = random255Y( int(floorPos.y) + 1 );
- int az = random255Z( int(floorPos.z) );
- int bz = random255Z( int(floorPos.z) + 1 );
- int aw = random255W( int(floorPos.w) );
-
- int axay = ax ^ ay;
- int bxay = bx ^ ay;
- int axby = ax ^ by;
- int bxby = bx ^ by;
-
- float result[2];
- for ( int i=0 ; i<2 ; i++ )
- {
- int azaw = az ^ aw;
- int bzaw = bz ^ aw;
-
- result[i] = mix( mix( mix( influence( axay^azaw, fracPos.x, fracPos.y, fracPos.z, fracPos.w )
- , influence( bxay^azaw, fracPos.x - 1.0, fracPos.y, fracPos.z, fracPos.w ), fadedPos.x )
- , mix( influence( axby^azaw, fracPos.x, fracPos.y - 1.0, fracPos.z, fracPos.w )
- , influence( bxby^azaw, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z, fracPos.w ), fadedPos.x ), fadedPos.y )
- , mix( mix( influence( axay^bzaw, fracPos.x, fracPos.y, fracPos.z - 1.0, fracPos.w )
- , influence( bxay^bzaw, fracPos.x - 1.0, fracPos.y, fracPos.z - 1.0, fracPos.w ), fadedPos.x )
- , mix( influence( axby^bzaw, fracPos.x, fracPos.y - 1.0, fracPos.z - 1.0, fracPos.w )
- , influence( bxby^bzaw, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z - 1.0, fracPos.w ), fadedPos.x ), fadedPos.y ), fadedPos.z );
- aw = random255W( int(floorPos.w) + 1 );
- fracPos.w -= 1.0;
- }
- return( mix( result[0], result[1], fadedPos.w ) );
-}
-
-float summedPerlinNoise( in vec3 pos, in int terms, in bool absNoise )
-{
- float sum = 0.0;
- float weight = 1.0;
- vec3 p = pos;
- while ( terms-- != 0 )
- {
- float noise = perlinNoise( p );
- sum += weight * ( absNoise ? abs(noise) : noise );
- p += p;
- weight *= 0.5;
- }
- return( sum );
-}
-
-float summedPerlinNoise( in vec4 pos, in int terms, in bool absNoise )
-{
- float sum = 0.0;
- float weight = 1.0;
- vec4 p = pos;
- while ( terms-- != 0 )
- {
- float noise = perlinNoise( p );
- sum += weight * ( absNoise ? abs(noise) : noise );
- p += p;
- weight *= 0.5;
- }
- return( sum );
-}
-
-float perlinNoise( in vec3 pos, in float time, in int terms, in vec3 turbulenceWeight, in bool absoluteNoise, in bool applyMarble
- , in bool applyDent, in float noiseBands, in float noiseThresholdHigh, in float noiseThresholdLow )
-{
- float noise = ( time == 0.0 ) ? summedPerlinNoise( pos, terms, absoluteNoise ) : summedPerlinNoise( vec4( pos, time ), terms, absoluteNoise );
- if ( turbulenceWeight != vec3( 0.0, 0.0, 0.0 ) )
- {
- noise = sin( dot( pos, turbulenceWeight ) + noise );
- }
- if ( ! absoluteNoise )
- {
- noise = 0.5 * noise + 0.5; // scale [-1,1] to [0,1]
- }
- if ( applyMarble )
- {
- noise = cos( pos.x + 5.0 * noise ); // classic Perlin marble function, with magic 5.0
- }
- if ( applyDent )
- {
- noise = cube( noise );
- }
- if ( noiseBands != 1.0 )
- {
- // Create banding/stripes by using the fraction component only
- noise *= noiseBands;
- noise -= floor( noise );
- noise += pow( 1.0 - noise, 20.0 );
- }
- if ( noiseThresholdLow < noiseThresholdHigh )
- {
- // clamp the noise
- noise = clamp( ( noise - noiseThresholdLow ) / ( noiseThresholdHigh - noiseThresholdLow ), 0.0, 1.0 );
- }
- return( noise );
-}
-