99 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
		
		
			
		
	
	
			99 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
|   | // | ||
|  | // Description : Array and textureless GLSL 2D/3D/4D simplex | ||
|  | //               noise functions. | ||
|  | //      Author : Ian McEwan, Ashima Arts. | ||
|  | //  Maintainer : stegu | ||
|  | //     Lastmath.mod : 20110822 (ijm) | ||
|  | //     License : Copyright (C) 2011 Ashima Arts. All rights reserved. | ||
|  | //               Distributed under the MIT License. See LICENSE file. | ||
|  | //               https://github.com/ashima/webgl-noise | ||
|  | //               https://github.com/stegu/webgl-noise | ||
|  | // | ||
|  | 
 | ||
|  | using static Unity.Mathematics.math; | ||
|  | 
 | ||
|  | namespace Unity.Mathematics | ||
|  | { | ||
|  |     public static partial class noise | ||
|  |     { | ||
|  |         /// <summary> | ||
|  |         /// Simplex noise. | ||
|  |         /// </summary> | ||
|  |         /// <param name="v">Input coordinate.</param> | ||
|  |         /// <returns>Noise value.</returns> | ||
|  |         public static float snoise(float3 v) | ||
|  |         { | ||
|  |             float2 C = float2(1.0f / 6.0f, 1.0f / 3.0f); | ||
|  |             float4 D = float4(0.0f, 0.5f, 1.0f, 2.0f); | ||
|  | 
 | ||
|  |             // First corner | ||
|  |             float3 i = floor(v + dot(v, C.yyy)); | ||
|  |             float3 x0 = v - i + dot(i, C.xxx); | ||
|  | 
 | ||
|  |             // Other corners | ||
|  |             float3 g = step(x0.yzx, x0.xyz); | ||
|  |             float3 l = 1.0f - g; | ||
|  |             float3 i1 = min(g.xyz, l.zxy); | ||
|  |             float3 i2 = max(g.xyz, l.zxy); | ||
|  | 
 | ||
|  |             //   x0 = x0 - 0.0 + 0.0 * C.xxx; | ||
|  |             //   x1 = x0 - i1  + 1.0 * C.xxx; | ||
|  |             //   x2 = x0 - i2  + 2.0 * C.xxx; | ||
|  |             //   x3 = x0 - 1.0 + 3.0 * C.xxx; | ||
|  |             float3 x1 = x0 - i1 + C.xxx; | ||
|  |             float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y | ||
|  |             float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y | ||
|  | 
 | ||
|  |             // Permutations | ||
|  |             i = mod289(i); | ||
|  |             float4 p = permute(permute(permute( | ||
|  |                                          i.z + float4(0.0f, i1.z, i2.z, 1.0f)) | ||
|  |                                      + i.y + float4(0.0f, i1.y, i2.y, 1.0f)) | ||
|  |                              + i.x + float4(0.0f, i1.x, i2.x, 1.0f)); | ||
|  | 
 | ||
|  |             // Gradients: 7x7 points over a square, mapped onto an octahedron. | ||
|  |             // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) | ||
|  |             float n_ = 0.142857142857f; // 1.0/7.0 | ||
|  |             float3 ns = n_ * D.wyz - D.xzx; | ||
|  | 
 | ||
|  |             float4 j = p - 49.0f * floor(p * ns.z * ns.z); //  math.mod(p,7*7) | ||
|  | 
 | ||
|  |             float4 x_ = floor(j * ns.z); | ||
|  |             float4 y_ = floor(j - 7.0f * x_); // math.mod(j,N) | ||
|  | 
 | ||
|  |             float4 x = x_ * ns.x + ns.yyyy; | ||
|  |             float4 y = y_ * ns.x + ns.yyyy; | ||
|  |             float4 h = 1.0f - abs(x) - abs(y); | ||
|  | 
 | ||
|  |             float4 b0 = float4(x.xy, y.xy); | ||
|  |             float4 b1 = float4(x.zw, y.zw); | ||
|  | 
 | ||
|  |             //float4 s0 = float4(math.lessThan(b0,0.0))*2.0 - 1.0; | ||
|  |             //float4 s1 = float4(math.lessThan(b1,0.0))*2.0 - 1.0; | ||
|  |             float4 s0 = floor(b0) * 2.0f + 1.0f; | ||
|  |             float4 s1 = floor(b1) * 2.0f + 1.0f; | ||
|  |             float4 sh = -step(h, float4(0.0f)); | ||
|  | 
 | ||
|  |             float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; | ||
|  |             float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; | ||
|  | 
 | ||
|  |             float3 p0 = float3(a0.xy, h.x); | ||
|  |             float3 p1 = float3(a0.zw, h.y); | ||
|  |             float3 p2 = float3(a1.xy, h.z); | ||
|  |             float3 p3 = float3(a1.zw, h.w); | ||
|  | 
 | ||
|  |             //Normalise gradients | ||
|  |             float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); | ||
|  |             p0 *= norm.x; | ||
|  |             p1 *= norm.y; | ||
|  |             p2 *= norm.z; | ||
|  |             p3 *= norm.w; | ||
|  | 
 | ||
|  |             // Mix final noise value | ||
|  |             float4 m = max(0.6f - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0f); | ||
|  |             m = m * m; | ||
|  |             return 42.0f * dot(m * m, float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); | ||
|  |         } | ||
|  |     } | ||
|  | } |