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Diffstat (limited to 'res/effectlib/miNoise.glsllib')
-rw-r--r-- | res/effectlib/miNoise.glsllib | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/res/effectlib/miNoise.glsllib b/res/effectlib/miNoise.glsllib new file mode 100644 index 0000000..5fbff37 --- /dev/null +++ b/res/effectlib/miNoise.glsllib @@ -0,0 +1,113 @@ +/**************************************************************************** +** +** 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 ); +} + |