99 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| //
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| // Description : Array and textureless GLSL 2D/3D/4D simplex
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| //               noise functions.
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| //      Author : Ian McEwan, Ashima Arts.
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| //  Maintainer : stegu
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| //     Lastmath.mod : 20110822 (ijm)
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| //     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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| //               Distributed under the MIT License. See LICENSE file.
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| //               https://github.com/ashima/webgl-noise
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| //               https://github.com/stegu/webgl-noise
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| //
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| 
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| using static Unity.Mathematics.math;
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| 
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| namespace Unity.Mathematics
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| {
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|     public static partial class noise
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|     {
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|         /// <summary>
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|         /// Simplex noise.
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|         /// </summary>
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|         /// <param name="v">Input coordinate.</param>
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|         /// <returns>Noise value.</returns>
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|         public static float snoise(float3 v)
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|         {
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|             float2 C = float2(1.0f / 6.0f, 1.0f / 3.0f);
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|             float4 D = float4(0.0f, 0.5f, 1.0f, 2.0f);
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| 
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|             // First corner
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|             float3 i = floor(v + dot(v, C.yyy));
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|             float3 x0 = v - i + dot(i, C.xxx);
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| 
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|             // Other corners
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|             float3 g = step(x0.yzx, x0.xyz);
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|             float3 l = 1.0f - g;
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|             float3 i1 = min(g.xyz, l.zxy);
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|             float3 i2 = max(g.xyz, l.zxy);
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| 
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|             //   x0 = x0 - 0.0 + 0.0 * C.xxx;
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|             //   x1 = x0 - i1  + 1.0 * C.xxx;
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|             //   x2 = x0 - i2  + 2.0 * C.xxx;
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|             //   x3 = x0 - 1.0 + 3.0 * C.xxx;
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|             float3 x1 = x0 - i1 + C.xxx;
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|             float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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|             float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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| 
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|             // Permutations
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|             i = mod289(i);
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|             float4 p = permute(permute(permute(
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|                                          i.z + float4(0.0f, i1.z, i2.z, 1.0f))
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|                                      + i.y + float4(0.0f, i1.y, i2.y, 1.0f))
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|                              + i.x + float4(0.0f, i1.x, i2.x, 1.0f));
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| 
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|             // Gradients: 7x7 points over a square, mapped onto an octahedron.
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|             // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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|             float n_ = 0.142857142857f; // 1.0/7.0
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|             float3 ns = n_ * D.wyz - D.xzx;
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| 
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|             float4 j = p - 49.0f * floor(p * ns.z * ns.z); //  math.mod(p,7*7)
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| 
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|             float4 x_ = floor(j * ns.z);
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|             float4 y_ = floor(j - 7.0f * x_); // math.mod(j,N)
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| 
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|             float4 x = x_ * ns.x + ns.yyyy;
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|             float4 y = y_ * ns.x + ns.yyyy;
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|             float4 h = 1.0f - abs(x) - abs(y);
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| 
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|             float4 b0 = float4(x.xy, y.xy);
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|             float4 b1 = float4(x.zw, y.zw);
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| 
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|             //float4 s0 = float4(math.lessThan(b0,0.0))*2.0 - 1.0;
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|             //float4 s1 = float4(math.lessThan(b1,0.0))*2.0 - 1.0;
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|             float4 s0 = floor(b0) * 2.0f + 1.0f;
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|             float4 s1 = floor(b1) * 2.0f + 1.0f;
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|             float4 sh = -step(h, float4(0.0f));
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| 
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|             float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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|             float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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| 
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|             float3 p0 = float3(a0.xy, h.x);
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|             float3 p1 = float3(a0.zw, h.y);
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|             float3 p2 = float3(a1.xy, h.z);
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|             float3 p3 = float3(a1.zw, h.w);
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| 
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|             //Normalise gradients
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|             float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
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|             p0 *= norm.x;
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|             p1 *= norm.y;
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|             p2 *= norm.z;
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|             p3 *= norm.w;
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| 
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|             // Mix final noise value
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|             float4 m = max(0.6f - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0f);
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|             m = m * m;
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|             return 42.0f * dot(m * m, float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
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|         }
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|     }
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| }
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