// // 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 { /// /// Simplex noise. /// /// Input coordinate. /// Output 3D noise gradient. /// Noise value. public static float snoise(float3 v, out float3 gradient) { 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); float4 m2 = m * m; float4 m4 = m2 * m2; float4 pdotx = float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)); // Determath.mine noise gradient float4 temp = m2 * m * pdotx; gradient = -8.0f * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3); gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3; gradient *= 42.0f; return 42.0f * dot(m4, pdotx); } } }