1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
|
#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
/* White Noise */
void node_white_noise_1d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_float_to_float(w);
color.xyz = hash_float_to_vec3(w);
}
void node_white_noise_2d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_vec2_to_float(vector.xy);
color.xyz = hash_vec2_to_vec3(vector.xy);
}
void node_white_noise_3d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_vec3_to_float(vector);
color.xyz = hash_vec3_to_vec3(vector);
}
void node_white_noise_4d(vec3 vector, float w, out float value, out vec4 color)
{
value = hash_vec4_to_float(vec4(vector, w));
color.xyz = hash_vec4_to_vec3(vec4(vector, w));
}
|