3cc77c1791
backing up before re-importing library. - I built the game last night and it had more errors than sleepy joe's memory.
155 lines
4.3 KiB
Plaintext
155 lines
4.3 KiB
Plaintext
// Each #kernel tells which function to compile; you can have many kernels
|
|
#pragma kernel CSMain
|
|
|
|
// (Keijiro) This shader was slightly modified from the original version.
|
|
// It's recommended to use the original version for other purposes.
|
|
|
|
//
|
|
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
|
// noise functions.
|
|
// Author : Ian McEwan, Ashima Arts.
|
|
// Maintainer : ijm
|
|
// Lastmod : 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
|
|
//
|
|
|
|
float3 mod289(float3 x)
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 mod289(float4 x) {
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 permute(float4 x)
|
|
{
|
|
return mod289((x * 34.0 + 1.0) * x);
|
|
}
|
|
|
|
float4 taylorInvSqrt(float4 r)
|
|
{
|
|
return 1.79284291400159 - 0.85373472095314 * r;
|
|
}
|
|
|
|
float snoise(float3 v)
|
|
{
|
|
const float2 C = float2(1.0 / 6.0, 1.0 / 3.0);
|
|
|
|
// 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 = 1.0 - g;
|
|
float3 i1 = min(g.xyz, l.zxy);
|
|
float3 i2 = max(g.xyz, l.zxy);
|
|
|
|
// 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;
|
|
float3 x3 = x0 - 0.5;
|
|
|
|
// Permutations
|
|
i = mod289(i); // Avoid truncation effects in permutation
|
|
float4 p =
|
|
permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0))
|
|
+ i.y + float4(0.0, i1.y, i2.y, 1.0))
|
|
+ i.x + float4(0.0, i1.x, i2.x, 1.0));
|
|
|
|
// 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)
|
|
float4 j = p - 49.0 * floor(p * (1.0 / 49.0)); // fmod(p,7*7)
|
|
|
|
float4 x_ = floor(j * (1.0 / 7.0));
|
|
float4 y_ = floor(j - 7.0 * x_ ); // fmod(j,N)
|
|
|
|
float4 x = x_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0;
|
|
float4 y = y_ * (2.0 / 7.0) + 0.5 / 7.0 - 1.0;
|
|
|
|
float4 h = 1.0 - abs(x) - abs(y);
|
|
|
|
float4 b0 = float4(x.xy, y.xy);
|
|
float4 b1 = float4(x.zw, y.zw);
|
|
|
|
//float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0;
|
|
//float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0;
|
|
float4 s0 = floor(b0) * 2.0 + 1.0;
|
|
float4 s1 = floor(b1) * 2.0 + 1.0;
|
|
float4 sh = -step(h, float4(0,0,0,0));
|
|
|
|
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
|
|
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
|
|
|
|
float3 g0 = float3(a0.xy, h.x);
|
|
float3 g1 = float3(a0.zw, h.y);
|
|
float3 g2 = float3(a1.xy, h.z);
|
|
float3 g3 = float3(a1.zw, h.w);
|
|
|
|
// Normalise gradients
|
|
float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3)));
|
|
g0 *= norm.x;
|
|
g1 *= norm.y;
|
|
g2 *= norm.z;
|
|
g3 *= norm.w;
|
|
|
|
// Mix final noise value
|
|
float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0);
|
|
m = m * m;
|
|
m = m * m;
|
|
|
|
float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3));
|
|
return 42.0 * dot(m, px);
|
|
}
|
|
|
|
|
|
|
|
float sampleNoises(float3 vec) {
|
|
float multi = 0.5;
|
|
float f = 0;
|
|
for(int i = 0; i < 8; i++) {
|
|
f += multi*snoise( vec );
|
|
multi /= 2;
|
|
vec = vec*2.02;
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
|
|
// Create a RenderTexture with enableRandomWrite flag and set it
|
|
// with cs.SetTexture
|
|
RWStructuredBuffer<float> Result;
|
|
float size;
|
|
float height;
|
|
float seed;
|
|
float noiseSize;
|
|
|
|
[numthreads(8,8,8)]
|
|
void CSMain (uint3 id : SV_DispatchThreadID)
|
|
{
|
|
float halfSize = (size/2);
|
|
float halfHeight = (height/2);
|
|
|
|
float xOffset = (id.x + halfSize) % size;
|
|
float yOffset = (id.y + halfHeight) % height;
|
|
float zOffset = (id.z + halfSize) % size;
|
|
|
|
float xD = abs(id.x - halfSize) / halfSize;
|
|
float yD = abs(id.y - halfHeight) / halfHeight;
|
|
float zD = abs(id.z - halfSize) / halfSize;
|
|
|
|
float minD = min(min(xD,zD),yD);
|
|
float maxD = max(max(xD,zD),yD);
|
|
|
|
float noiseWithOffset = sampleNoises(float3(xOffset, yOffset,zOffset) * 0.01 * noiseSize + 1000 + seed) * minD;
|
|
float noise = sampleNoises(id.xyz * 0.01 * noiseSize + seed) * (1 - maxD);
|
|
|
|
Result[id.x + id.y * size + id.z * size * height] = noiseWithOffset + noise;
|
|
}
|