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+/****************************************************************************
+**
+** 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 );
+}
+