Slight optimization and rescaling of 2D noise

master
stegu 2011-03-24 20:07:39 +01:00
parent d3237ac132
commit 06f51bb5bc
3 changed files with 8 additions and 9 deletions

View File

@ -1,6 +1,6 @@
VERSION
// uniform vec4 pParam;
// uniform vec4 pParam;
// Example constant with a 289-element permutation
const vec4 pParam = vec4( 17.0*17.0, 34.0, 1.0, 7.0);
@ -19,3 +19,4 @@ void main( void )
gl_FragColor = vec4(0.5 + 0.5 * vec3(n, n, n), 1.0);
}

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@ -41,12 +41,11 @@ float simplexNoise(vec2 v)
#ifndef USE_CIRCLE
// ( N points uniformly over a line, mapped onto a diamond.)
vec3 x = 2.0 * fract(p / pParam.w) - 1. ;
vec3 h = 0.5 - abs(x) ;
vec3 h = abs(x) - 0.5 ;
vec3 sx = 2.*floor(x) + 1.;
vec3 sh = floor(h);
vec3 ox = floor(x+0.5);
vec3 a0 = x + sx*sh;
vec3 a0 = x - ox;
# ifdef NORMALISE_GRADIENTS
m *= taylorInvSqrt( a0*a0 + h*h );
@ -62,7 +61,7 @@ float simplexNoise(vec2 v)
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * xC.xz + h.yz * xC.yw;
return 1.66666* 70. *2. * dot(m, g);
return 200.0 * dot(m, g);
#else
// N points around a unit circle.
vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
@ -70,7 +69,6 @@ float simplexNoise(vec2 v)
vec2 a1 = sin(phi.zz +D.xy);
// mix
vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
return 1.66666* 70.*dot(m, g);
return 200.0 * dot(m, g);
#endif
}

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@ -92,7 +92,7 @@ float simplexNoise(vec4 v)
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
return 44.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}