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#ifndef __CELLULAE_2X2__
#define __CELLULAE_2X2__
#include "noiseMath.cginc"
// Cellular noise ("Worley noise") in 2D in GLSL.
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
// This code is released under the conditions of the MIT license.
// See LICENSE file for details.
// https://github.com/stegu/webgl-noise
// Cellular noise, returning F1 and F2 in a vec2.
// Speeded up by using 2x2 search window instead of 3x3,
// at the expense of some strong pattern artifacts.
// F2 is often wrong and has sharp discontinuities.
// If you need a smooth F2, use the slower 3x3 version.
// F1 is sometimes wrong, too, but OK for most purposes.
float2 cellular2x2(float2 P) {
const float K = 0.142857142857; // 1/7
const float K2 = 0.0714285714285; // K/2
const float jitter = 0.8; // jitter 1.0 makes F1 wrong more often
float2 Pi = mod289(floor(P));
float2 Pf = fract(P);
float4 Pfx = Pf.x + vec4(-0.5, -1.5, -0.5, -1.5);
float4 Pfy = Pf.y + vec4(-0.5, -0.5, -1.5, -1.5);
float4 p = permute(Pi.x + vec4(0.0, 1.0, 0.0, 1.0));
p = permute(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0));
float4 ox = mod7(p)*K+K2;
float4 oy = mod7(floor(p*K))*K+K2;
float4 dx = Pfx + jitter*ox;
float4 dy = Pfy + jitter*oy;
float4 d = dx * dx + dy * dy; // d11, d12, d21 and d22, squared
// Sort out the two smallest distances
#if false
// Cheat and pick only F1
d.xy = min(d.xy, d.zw);
d.x = min(d.x, d.y);
return vec2(sqrt(d.x)); // F1 duplicated, F2 not computed
#else
// Do it right and find both F1 and F2
d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap if smaller
d.xz = (d.x < d.z) ? d.xz : d.zx;
d.xw = (d.x < d.w) ? d.xw : d.wx;
d.y = min(d.y, d.z);
d.y = min(d.y, d.w);
return sqrt(d.xy);
#endif
}
#endif