diff options
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl | 52 |
1 files changed, 28 insertions, 24 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl index 701b07b4aae..f25691c1a83 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl @@ -1,111 +1,115 @@ /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(float p, float octaves) +float fractal_noise(float p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vec2 p, float octaves) +float fractal_noise(vec2 p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vec3 p, float octaves) +float fractal_noise(vec3 p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } /* The fractal_noise functions are all exactly the same except for the input type. */ -float fractal_noise(vec4 p, float octaves) +float fractal_noise(vec4 p, float octaves, float roughness) { float fscale = 1.0; float amp = 1.0; + float maxamp = 0.0; float sum = 0.0; octaves = clamp(octaves, 0.0, 16.0); int n = int(octaves); for (int i = 0; i <= n; i++) { float t = noise(fscale * p); sum += t * amp; - amp *= 0.5; + maxamp += amp; + amp *= clamp(roughness, 0.0, 1.0); fscale *= 2.0; } float rmd = octaves - floor(octaves); if (rmd != 0.0) { float t = noise(fscale * p); float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + sum /= maxamp; + sum2 /= maxamp + amp; return (1.0 - rmd) * sum + rmd * sum2; } else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; + return sum / maxamp; } } |