// // GLSL textureless classic 3D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // Version: 2011-10-11 // // Many thanks to Ian McEwan of Ashima Arts for the // ideas for permutation and gradient selection. // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. // https://github.com/stegu/webgl-noise // using static Unity.Mathematics.math; namespace Unity.Mathematics { public static partial class noise { /// /// Classic Perlin noise /// /// Point on a 3D grid of gradient vectors. /// Noise value. public static float cnoise(float3 P) { float3 Pi0 = floor(P); // Integer part for indexing float3 Pi1 = Pi0 + float3(1.0f); // Integer part + 1 Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float3 Pf0 = frac(P); // Fractional part for interpolation float3 Pf1 = Pf0 - float3(1.0f); // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.yy, Pi1.yy); float4 iz0 = Pi0.zzzz; float4 iz1 = Pi1.zzzz; float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 gx0 = ixy0 * (1.0f / 7.0f); float4 gy0 = frac(floor(gx0) * (1.0f / 7.0f)) - 0.5f; gx0 = frac(gx0); float4 gz0 = float4(0.5f) - abs(gx0) - abs(gy0); float4 sz0 = step(gz0, float4(0.0f)); gx0 -= sz0 * (step(0.0f, gx0) - 0.5f); gy0 -= sz0 * (step(0.0f, gy0) - 0.5f); float4 gx1 = ixy1 * (1.0f / 7.0f); float4 gy1 = frac(floor(gx1) * (1.0f / 7.0f)) - 0.5f; gx1 = frac(gx1); float4 gz1 = float4(0.5f) - abs(gx1) - abs(gy1); float4 sz1 = step(gz1, float4(0.0f)); gx1 -= sz1 * (step(0.0f, gx1) - 0.5f); gy1 -= sz1 * (step(0.0f, gy1) - 0.5f); float3 g000 = float3(gx0.x, gy0.x, gz0.x); float3 g100 = float3(gx0.y, gy0.y, gz0.y); float3 g010 = float3(gx0.z, gy0.z, gz0.z); float3 g110 = float3(gx0.w, gy0.w, gz0.w); float3 g001 = float3(gx1.x, gy1.x, gz1.x); float3 g101 = float3(gx1.y, gy1.y, gz1.y); float3 g011 = float3(gx1.z, gy1.z, gz1.z); float3 g111 = float3(gx1.w, gy1.w, gz1.w); float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, float3(Pf1.x, Pf0.yz)); float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, float3(Pf1.xy, Pf0.z)); float n001 = dot(g001, float3(Pf0.xy, Pf1.z)); float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, float3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); float3 fade_xyz = fade(Pf0); float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); return 2.2f * n_xyz; } /// /// Classic Perlin noise, periodic variant /// /// Point on a 3D grid of gradient vectors. /// Period of repetition. /// Noise value. public static float pnoise(float3 P, float3 rep) { float3 Pi0 = fmod(floor(P), rep); // Integer part, math.modulo period float3 Pi1 = fmod(Pi0 + float3(1.0f), rep); // Integer part + 1, math.mod period Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); float3 Pf0 = frac(P); // Fractional part for interpolation float3 Pf1 = Pf0 - float3(1.0f); // Fractional part - 1.0 float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); float4 iy = float4(Pi0.yy, Pi1.yy); float4 iz0 = Pi0.zzzz; float4 iz1 = Pi1.zzzz; float4 ixy = permute(permute(ix) + iy); float4 ixy0 = permute(ixy + iz0); float4 ixy1 = permute(ixy + iz1); float4 gx0 = ixy0 * (1.0f / 7.0f); float4 gy0 = frac(floor(gx0) * (1.0f / 7.0f)) - 0.5f; gx0 = frac(gx0); float4 gz0 = float4(0.5f) - abs(gx0) - abs(gy0); float4 sz0 = step(gz0, float4(0.0f)); gx0 -= sz0 * (step(0.0f, gx0) - 0.5f); gy0 -= sz0 * (step(0.0f, gy0) - 0.5f); float4 gx1 = ixy1 * (1.0f / 7.0f); float4 gy1 = frac(floor(gx1) * (1.0f / 7.0f)) - 0.5f; gx1 = frac(gx1); float4 gz1 = float4(0.5f) - abs(gx1) - abs(gy1); float4 sz1 = step(gz1, float4(0.0f)); gx1 -= sz1 * (step(0.0f, gx1) - 0.5f); gy1 -= sz1 * (step(0.0f, gy1) - 0.5f); float3 g000 = float3(gx0.x, gy0.x, gz0.x); float3 g100 = float3(gx0.y, gy0.y, gz0.y); float3 g010 = float3(gx0.z, gy0.z, gz0.z); float3 g110 = float3(gx0.w, gy0.w, gz0.w); float3 g001 = float3(gx1.x, gy1.x, gz1.x); float3 g101 = float3(gx1.y, gy1.y, gz1.y); float3 g011 = float3(gx1.z, gy1.z, gz1.z); float3 g111 = float3(gx1.w, gy1.w, gz1.w); float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, float3(Pf1.x, Pf0.yz)); float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, float3(Pf1.xy, Pf0.z)); float n001 = dot(g001, float3(Pf0.xy, Pf1.z)); float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, float3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); float3 fade_xyz = fade(Pf0); float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z); float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); return 2.2f * n_xyz; } } }