Singularity/Library/PackageCache/com.unity.mathematics@1.2.6/Unity.Mathematics/Noise/noise2D.cs

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2024-05-06 14:45:45 -04:00
//
// Description : Array and textureless GLSL 2D simplex noise function.
// 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(float2 v)
{
float4 C = float4(0.211324865405187f, // (3.0-math.sqrt(3.0))/6.0
0.366025403784439f, // 0.5*(math.sqrt(3.0)-1.0)
-0.577350269189626f, // -1.0 + 2.0 * C.x
0.024390243902439f); // 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 = math.step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? float2(1.0f, 0.0f) : float2(0.0f, 1.0f);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
// Permutations
i = mod289(i); // Avoid truncation effects in permutation
float3 p = permute(permute(i.y + float3(0.0f, i1.y, 1.0f)) + i.x + float3(0.0f, i1.x, 1.0f));
float3 m = max(0.5f - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0f);
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 = 2.0f * frac(p * C.www) - 1.0f;
float3 h = abs(x) - 0.5f;
float3 ox = floor(x + 0.5f);
float3 a0 = x - ox;
// Normalise gradients implicitly by scaling m
// Approximation of: m *= inversemath.sqrt( a0*a0 + h*h );
m *= 1.79284291400159f - 0.85373472095314f * (a0 * a0 + h * h);
// Compute final noise value at P
float gx = a0.x * x0.x + h.x * x0.y;
float2 gyz = a0.yz * x12.xz + h.yz * x12.yw;
float3 g = float3(gx,gyz);
return 130.0f * dot(m, g);
}
}
}