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April 10, 2022 07:26
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/* Hash without Sine https://www.shadertoy.com/view/4djSRW | |
Copyright (c) 2014 David Hoskins. | |
Copyright (c) 2022 David A Roberts <https://davidar.io/> (WGSL port) | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
*/ | |
//---------------------------------------------------------------------------------------- | |
// 1 out, 1 in... | |
fn hash11(p1: float) -> float | |
{ | |
var p = fract(p1 * .1031); | |
p *= p + 33.33; | |
p *= p + p; | |
return fract(p); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 1 out, 2 in... | |
fn hash12(p: float2) -> float | |
{ | |
var p3 = fract(float3(p.xyx) * .1031); | |
p3 += dot(p3, p3.yzx + 33.33); | |
return fract((p3.x + p3.y) * p3.z); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 1 out, 3 in... | |
fn hash13(p: float3) -> float | |
{ | |
var p3 = fract(p * .1031); | |
p3 += dot(p3, p3.zyx + 31.32); | |
return fract((p3.x + p3.y) * p3.z); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 2 out, 1 in... | |
fn hash21(p: float) -> float2 | |
{ | |
var p3 = fract(float3(p) * float3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx + 33.33); | |
return fract((p3.xx+p3.yz)*p3.zy); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 2 out, 2 in... | |
fn hash22(p: float2) -> float2 | |
{ | |
var p3 = fract(float3(p.xyx) * float3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx+33.33); | |
return fract((p3.xx+p3.yz)*p3.zy); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 2 out, 3 in... | |
fn hash23(p: float3) -> float2 | |
{ | |
var p3 = fract(p * float3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx+33.33); | |
return fract((p3.xx+p3.yz)*p3.zy); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 3 out, 1 in... | |
fn hash31(p: float) -> float3 | |
{ | |
var p3 = fract(float3(p) * float3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yzx+33.33); | |
return fract((p3.xxy+p3.yzz)*p3.zyx); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 3 out, 2 in... | |
fn hash32(p: float2) -> float3 | |
{ | |
var p3 = fract(float3(p.xyx) * float3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yxz+33.33); | |
return fract((p3.xxy+p3.yzz)*p3.zyx); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 3 out, 3 in... | |
fn hash33(p: float3) -> float3 | |
{ | |
var p3 = fract(p * float3(.1031, .1030, .0973)); | |
p3 += dot(p3, p3.yxz+33.33); | |
return fract((p3.xxy + p3.yxx)*p3.zyx); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 4 out, 1 in... | |
fn hash41(p: float) -> float4 | |
{ | |
var p4 = fract(float4(p) * float4(.1031, .1030, .0973, .1099)); | |
p4 += dot(p4, p4.wzxy+33.33); | |
return fract((p4.xxyz+p4.yzzw)*p4.zywx); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 4 out, 2 in... | |
fn hash42(p: float2) -> float4 | |
{ | |
var p4 = fract(float4(p.xyxy) * float4(.1031, .1030, .0973, .1099)); | |
p4 += dot(p4, p4.wzxy+33.33); | |
return fract((p4.xxyz+p4.yzzw)*p4.zywx); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 4 out, 3 in... | |
fn hash43(p: float3) -> float4 | |
{ | |
var p4 = fract(float4(p.xyzx) * float4(.1031, .1030, .0973, .1099)); | |
p4 += dot(p4, p4.wzxy+33.33); | |
return fract((p4.xxyz+p4.yzzw)*p4.zywx); | |
} | |
//---------------------------------------------------------------------------------------- | |
// 4 out, 4 in... | |
fn hash44(p: float4) -> float4 | |
{ | |
var p4 = fract(p * float4(.1031, .1030, .0973, .1099)); | |
p4 += dot(p4, p4.wzxy+33.33); | |
return fract((p4.xxyz+p4.yzzw)*p4.zywx); | |
} | |
//---------------------------------------------------------------------------------------- | |
fn hashOld12(p: float2) -> float | |
{ | |
// Two typical hashes... | |
return fract(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453); | |
// This one is better, but it still stretches out quite quickly... | |
// But it's really quite bad on my Mac(!) | |
//return fract(sin(dot(p, float2(1.0,113.0)))*43758.5453123); | |
} | |
//---------------------------------------------------------------------------------------- | |
@stage(compute) @workgroup_size(16, 16) | |
fn main_image(@builtin(global_invocation_id) id: uint3) { | |
let screen_size = uint2(textureDimensions(screen)); | |
if (id.x >= screen_size.x || id.y >= screen_size.y) { return; } | |
let position = float2(id.xy) + 0.5; | |
let uv = position / float2(screen_size); | |
let pos = position * .152 + float(time.frame) * 25. + 50.; | |
let a = hash12(pos); | |
let b = hashOld12(pos); | |
var col = float3(mix(b, a, step(uv.x, .5))); | |
col = mix(float3(.4, 0.0, 0.0), col, smoothstep(.5, .495, uv.x) + smoothstep(.5, .505, uv.x)); | |
textureStore(screen, int2(id.xy), float4(col, 1.)); | |
} |
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