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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 ); }