Created
May 15, 2016 13:06
-
-
Save Makio64/a3591080626bb9b8570559d7c7e7946e to your computer and use it in GitHub Desktop.
Optimized version of the Ashima simplex noise 3d
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Optimized AshimaSimplexNoise by @makio64 | |
// Original post on shadertoy : https://www.shadertoy.com/view/Xd3GRf | |
// Original : https://github.com/ashima/webgl-noise/blob/master/src/noise3D.glsl | |
vec4 permute(vec4 x){return mod(x*x*34.+x,289.);} | |
float snoise(vec3 v){ | |
const vec2 C = 1./vec2(6,3); | |
const vec4 D = vec4(0,.5,1,2); | |
vec3 i = floor(v + dot(v, C.yyy)); | |
vec3 x0 = v - i + dot(i, C.xxx); | |
vec3 g = step(x0.yzx, x0.xyz); | |
vec3 l = 1. - g; | |
vec3 i1 = min( g.xyz, l.zxy ); | |
vec3 i2 = max( g.xyz, l.zxy ); | |
vec3 x1 = x0 - i1 + C.x; | |
vec3 x2 = x0 - i2 + C.y; | |
vec3 x3 = x0 - D.yyy; | |
i = mod(i,289.); | |
vec4 p = permute( permute( permute( | |
i.z + vec4(0., i1.z, i2.z, 1.)) | |
+ i.y + vec4(0., i1.y, i2.y, 1.)) | |
+ i.x + vec4(0., i1.x, i2.x, 1.)); | |
vec3 ns = .142857142857 * D.wyz - D.xzx; | |
vec4 j = p - 49. * floor(p * ns.z * ns.z); | |
vec4 x_ = floor(j * ns.z); | |
vec4 x = x_ * ns.x + ns.yyyy; | |
vec4 y = floor(j - 7. * x_ ) *ns.x + ns.yyyy; | |
vec4 h = 1. - abs(x) - abs(y); | |
vec4 b0 = vec4( x.xy, y.xy ); | |
vec4 b1 = vec4( x.zw, y.zw ); | |
vec4 sh = -step(h, vec4(0)); | |
vec4 a0 = b0.xzyw + (floor(b0)*2.+ 1.).xzyw*sh.xxyy ; | |
vec4 a1 = b1.xzyw + (floor(b1)*2.+ 1.).xzyw*sh.zzww ; | |
vec3 p0 = vec3(a0.xy,h.x); | |
vec3 p1 = vec3(a0.zw,h.y); | |
vec3 p2 = vec3(a1.xy,h.z); | |
vec3 p3 = vec3(a1.zw,h.w); | |
vec4 norm = inversesqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | |
p0 *= norm.x; | |
p1 *= norm.y; | |
p2 *= norm.z; | |
p3 *= norm.w; | |
vec4 m = max(.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); | |
return .5 + 12. * dot( m * m * m, vec4( dot(p0,x0), dot(p1,x1),dot(p2,x2), dot(p3,x3) ) ); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment