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@dario-zubovic
Last active May 5, 2024 01:07
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HLSL Simplex noise 2D
// based on https://github.com/keijiro/NoiseShader/blob/master/Assets/GLSL/SimplexNoise2D.glsl
// which itself is modification of https://github.com/ashima/webgl-noise/blob/master/src/noise3D.glsl
//
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/keijiro/NoiseShader/blob/master/LICENSE
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
float3 mod289(float3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float2 mod289(float2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float3 permute(float3 x) {
return mod289((x * 34.0 + 1.0) * x);
}
float3 taylorInvSqrt(float3 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
// output noise is in range [-1, 1]
float snoise(float2 v) {
const float4 C = float4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
float2 i = floor(v + dot(v, C.yy));
float2 x0 = v - i + dot(i, C.xx);
// Other corners
float2 i1;
i1.x = step(x0.y, x0.x);
i1.y = 1.0 - i1.x;
// x1 = x0 - i1 + 1.0 * C.xx;
// x2 = x0 - 1.0 + 2.0 * C.xx;
float2 x1 = x0 + C.xx - i1;
float2 x2 = x0 + C.zz;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
float3 p =
permute(permute(i.y + float3(0.0, i1.y, 1.0))
+ i.x + float3(0.0, i1.x, 1.0));
float3 m = max(0.5 - float3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), 0.0);
m = m * m;
m = m * m;
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
float3 x = 2.0 * frac(p * C.www) - 1.0;
float3 h = abs(x) - 0.5;
float3 ox = floor(x + 0.5);
float3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
m *= taylorInvSqrt(a0 * a0 + h * h);
// Compute final noise value at P
float3 g = float3(
a0.x * x0.x + h.x * x0.y,
a0.y * x1.x + h.y * x1.y,
g.z = a0.z * x2.x + h.z * x2.y
);
return 130.0 * dot(m, g);
}
float snoise01(float2 v) {
return snoise(v) * 0.5 + 0.5;
}
@AdrianBotana
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How can you change the scale?

@AskingQuestions
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How can you change the scale?
@AdrianBotana

You should be able to multiply the value you pass into snoise() to change the scale

e.g.

snoise(v * 0.01); // Make features larger

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