Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.5/Shaders/NoiseLib/Implementation/VoronoiImpl.hlsl

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2023-03-28 13:24:16 -04:00
#ifndef UNITY_NOISE_VORONOI_INC // [ UNITY_NOISE_VORONOI_INC
#define UNITY_NOISE_VORONOI_INC
/*=========================================================================
VORONOI NOISE
=========================================================================*/
/*=========================================================================
Includes
=========================================================================*/
#include "Packages/com.unity.terrain-tools/Shaders/NoiseLib/NoiseCommon.hlsl"
/*=========================================================================
1D Noise
=========================================================================*/
float get_noise_Voronoi( float p )
{
float i = floor( p );
float f = frac( p );
// get random positions within neighboring cells + offsets
float n = 1;
for ( float x = -2; x <= 2; ++x )
{
float2 r = hash( i + x );
r = r + x - f;
float t = r * r; // iq version, cheaper than length
n = min( n, t );
}
return n;
}
/*=========================================================================
2D Noise
=========================================================================*/
float get_noise_Voronoi( float2 p )
{
float2 i = floor( p );
float2 f = frac( p );
// get random positions within neighboring cells + offsets
float n = 1;
for ( float x = -2; x <= 2; ++x )
{
for ( float y = -2; y <= 2; ++y )
{
float2 offset = float2( x, y );
float2 r = hash( i + offset );
r = r + offset - f;
float t = dot( r, r ); // iq version, cheaper than length
n = min( n, t );
}
}
return n;
}
/*=========================================================================
3D Noise
=========================================================================*/
float get_noise_Voronoi( float3 p )
{
float3 i = floor( p );
float3 f = frac( p );
// get random positions within neighboring cells + offsets
float n = 1;
for ( float x = -2; x <= 2; x++ )
{
for ( float y = -2; y <= 2; y++ )
{
for ( float z = -2; z <= 2; z++ )
{
float3 offset = float3( x, y, z );
float3 r = hash( i + offset ) + offset - f;
float t = dot( r, r ); // iq version, cheaper than length
n = min( n, t );
}
}
}
return n;
}
/*=========================================================================
4D Noise
=========================================================================*/
float get_noise_Voronoi( float4 p )
{
float4 i = floor( p );
float4 f = frac( p );
// get random positions within neighboring cells + offsets
float n = 1;
for ( float x = -2; x <= 2; ++x )
{
for ( float y = -2; y <= 2; ++y )
{
for ( float z = -2; z <= 2; ++z )
{
for ( float w = -2; w <= 2; ++w )
{
float4 offset = float4( x, y, z, w );
float4 r = hash( i + offset );
r = r + offset - f;
float t = dot( r, r ); // iq version, cheaper than length
n = min( n, t );
}
}
}
}
return n;
}
#endif // ] UNITY_NOISE_VORONOI_INC