1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
/****************************************************************************
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/
vec4 miNoise( in vec3 xyz )
{
const float div = 1.0 / 256.0;
ivec3 itmp = ivec3( xyz );
ivec3 ixyz[3] = ivec3[]( itmp & 0xFF, itmp+1 & 0xFF, itmp+2 & 0xFF );
vec3 fxyz = xyz - floor( xyz );
vec3 dux, ux;
dux.z = fxyz.x * div;
dux.y = div - 2.0 * dux.z;
dux.x = dux.z - div;
ux.z = 0.5 * fxyz.x * dux.z;
ux.y = dux.z + 0.5 * ( div - fxyz.x * dux.z );
ux.x = ux.z - dux.z + 0.5 * div;
vec3 duy, uy;
duy.z = fxyz.y;
duy.y = 1.0 - 2.0 * duy.z;
duy.x = duy.z - 1.0;
uy.z = 0.5 * square( duy.z );
uy.y = duy.z + 0.5 - square( duy.z );
uy.x = uy.z - duy.z + 0.5;
float duz[3] = float[]( fxyz.z - 1.0, 1.0 - 2.0 * fxyz.z, fxyz.z );
float uz[3] = float[]( 0.5 * square( fxyz.z ) - fxyz.z + 0.5, fxyz.z + 0.5 - square( fxyz.z ), 0.5 * square( fxyz.z ) );
int xx = random255X( ixyz[0].x );
int yx = random255Y( ixyz[0].y );
int zx = random255Z( ixyz[0].z );
int xy = random255X( ixyz[1].x );
int yy = random255Y( ixyz[1].y );
int zy = random255Z( ixyz[1].z );
int xxxy = xx ^ xy;
int yxxy = yx ^ xy;
int zxxy = zx ^ xy;
int xxyy = xx ^ yy;
int yxyy = yx ^ yy;
int zxyy = zx ^ yy;
int xxzy = xx ^ zy;
int yxzy = yx ^ zy;
int zxzy = zx ^ zy;
int ixyzxx = ixyz[0].x ^ ixyz[1].x;
int ixyzyx = ixyz[0].y ^ ixyz[1].x;
int ixyzzx = ixyz[0].z ^ ixyz[1].x;
int ixyzxy = ixyz[0].x ^ ixyz[1].y;
int ixyzyy = ixyz[0].y ^ ixyz[1].y;
int ixyzzy = ixyz[0].z ^ ixyz[1].y;
int ixyzxz = ixyz[0].x ^ ixyz[1].z;
int ixyzyz = ixyz[0].y ^ ixyz[1].z;
int ixyzzz = ixyz[0].z ^ ixyz[1].z;
vec4 ret = vec4( 0.0, 0.0, 0.0, 0.0 );
for ( int i=0 ; i<3 ; i++ )
{
int iz = random255Z( ixyz[2][i] );
mat3x3 nf = mat3x3( vec3( float( random255W( xxxy ^ iz ^ random255W( ixyzxx ^ ixyz[2][i] ) ) )
, float( random255W( yxxy ^ iz ^ random255W( ixyzyx ^ ixyz[2][i] ) ) )
, float( random255W( zxxy ^ iz ^ random255W( ixyzzx ^ ixyz[2][i] ) ) ) )
, vec3( float( random255W( xxyy ^ iz ^ random255W( ixyzxy ^ ixyz[2][i] ) ) )
, float( random255W( yxyy ^ iz ^ random255W( ixyzyy ^ ixyz[2][i] ) ) )
, float( random255W( zxyy ^ iz ^ random255W( ixyzzy ^ ixyz[2][i] ) ) ) )
, vec3( float( random255W( xxzy ^ iz ^ random255W( ixyzxz ^ ixyz[2][i] ) ) )
, float( random255W( yxzy ^ iz ^ random255W( ixyzyz ^ ixyz[2][i] ) ) )
, float( random255W( zxzy ^ iz ^ random255W( ixyzzz ^ ixyz[2][i] ) ) ) ) );
float fxdz = dot( uy, dux * nf );
vec3 dy = ux * nf;
float dz = dot( uy, dy );
ret.x += uz[i] * fxdz;
ret.y += uz[i] * dot( duy, dy );
ret.z += duz[i] * dz;
ret.w += uz[i] * dz;
}
return( ret );
}
|