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gpu_shader_material_tex_noise.glsl « material « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* The following offset functions generate random offsets to be added to texture
 * coordinates to act as a seed since the noise functions don't have seed values.
 * A seed value is needed for generating distortion textures and color outputs.
 * The offset's components are in the range [100, 200], not too high to cause
 * bad precision and not to small to be noticeable. We use float seed because
 * OSL only support float hashes.
 */

float random_float_offset(float seed)
{
  return 100.0 + hash_float_to_float(seed) * 100.0;
}

vec2 random_vec2_offset(float seed)
{
  return vec2(100.0 + hash_vec2_to_float(vec2(seed, 0.0)) * 100.0,
              100.0 + hash_vec2_to_float(vec2(seed, 1.0)) * 100.0);
}

vec3 random_vec3_offset(float seed)
{
  return vec3(100.0 + hash_vec2_to_float(vec2(seed, 0.0)) * 100.0,
              100.0 + hash_vec2_to_float(vec2(seed, 1.0)) * 100.0,
              100.0 + hash_vec2_to_float(vec2(seed, 2.0)) * 100.0);
}

vec4 random_vec4_offset(float seed)
{
  return vec4(100.0 + hash_vec2_to_float(vec2(seed, 0.0)) * 100.0,
              100.0 + hash_vec2_to_float(vec2(seed, 1.0)) * 100.0,
              100.0 + hash_vec2_to_float(vec2(seed, 2.0)) * 100.0,
              100.0 + hash_vec2_to_float(vec2(seed, 3.0)) * 100.0);
}

void node_noise_texture_1d(
    vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
  float p = w * scale;
  if (distortion != 0.0) {
    p += snoise(p + random_float_offset(0.0)) * distortion;
  }

  value = fractal_noise(p, detail);
  color = vec4(value,
               fractal_noise(p + random_float_offset(1.0), detail),
               fractal_noise(p + random_float_offset(2.0), detail),
               1.0);
}

void node_noise_texture_2d(
    vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
  vec2 p = co.xy * scale;
  if (distortion != 0.0) {
    p += vec2(snoise(p + random_vec2_offset(0.0)) * distortion,
              snoise(p + random_vec2_offset(1.0)) * distortion);
  }

  value = fractal_noise(p, detail);
  color = vec4(value,
               fractal_noise(p + random_vec2_offset(2.0), detail),
               fractal_noise(p + random_vec2_offset(3.0), detail),
               1.0);
}

void node_noise_texture_3d(
    vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
  vec3 p = co * scale;
  if (distortion != 0.0) {
    p += vec3(snoise(p + random_vec3_offset(0.0)) * distortion,
              snoise(p + random_vec3_offset(1.0)) * distortion,
              snoise(p + random_vec3_offset(2.0)) * distortion);
  }

  value = fractal_noise(p, detail);
  color = vec4(value,
               fractal_noise(p + random_vec3_offset(3.0), detail),
               fractal_noise(p + random_vec3_offset(4.0), detail),
               1.0);
}

void node_noise_texture_4d(
    vec3 co, float w, float scale, float detail, float distortion, out float value, out vec4 color)
{
  vec4 p = vec4(co, w) * scale;
  if (distortion != 0.0) {
    p += vec4(snoise(p + random_vec4_offset(0.0)) * distortion,
              snoise(p + random_vec4_offset(1.0)) * distortion,
              snoise(p + random_vec4_offset(2.0)) * distortion,
              snoise(p + random_vec4_offset(3.0)) * distortion);
  }

  value = fractal_noise(p, detail);
  color = vec4(value,
               fractal_noise(p + random_vec4_offset(4.0), detail),
               fractal_noise(p + random_vec4_offset(5.0), detail),
               1.0);
}