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