Cleanup
parent
0ff997bc9e
commit
432ce56025
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@ -10,9 +10,9 @@
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float simplexNoise(vec2 v)
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{
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const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.;
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0.366025403784438597); // 0.5*(sqrt(3.0)-1.);
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const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312;
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const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.0;
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0.366025403784438597); // 0.5*(sqrt(3.0)-1.0);
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const vec3 D = vec3( 0.0, 0.5, 2.0) * 3.14159265358979312;
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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@ -20,27 +20,27 @@ float simplexNoise(vec2 v)
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// Other corners
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vec2 i1;
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i1.x = float( (x0.x>x0.y) );
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i1.y = 1. - i1.x;
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i1.y = 1.0 - i1.x;
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// x0 = x0 - 0. + 0. * C.xx ;
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// x1 = x0 - i1 + 1. * C.xx ;
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// x2 = x0 - 1. + 2. * C.xx ;
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// x0 = x0 - 0.0 + 0.0 * C.xx ;
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// x1 = x0 - i1 + 1.0 * C.xx ;
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// x2 = x0 - 1.0 + 2.0 * C.xx ;
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vec4 xC = x0.xyxy + vec4( C.xx, -1. + 2.* C.xx);
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vec4 xC = x0.xyxy + vec4( C.xx, -1.0 + 2.0 * C.xx);
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xC.xy -= i1;
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// Permutations
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i = mod(i, pParam.x);
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vec3 p = permute( permute(
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i.y + vec3(0., i1.y, 1. ), pParam.xyz)
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+ i.x + vec3(0., i1.x, 1. ), pParam.xyz);
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i.y + vec3(0.0, i1.y, 1.0 ), pParam.xyz)
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+ i.x + vec3(0.0, i1.x, 1.0 ), pParam.xyz);
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.);
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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#ifndef USE_CIRCLE
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// ( N points uniformly over a line, mapped onto a diamond.)
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vec3 x = 2.0 * fract(p / pParam.w) - 1. ;
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vec3 x = 2.0 * fract(p / pParam.w) - 1.0 ;
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vec3 h = abs(x) - 0.5 ;
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vec3 ox = floor(x+0.5);
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@ -61,7 +61,6 @@ float simplexNoise(vec2 v)
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * xC.xz + h.yz * xC.yw;
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return 160.0 * dot(m, g);
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#else
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// N points around a unit circle.
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vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
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@ -69,6 +68,8 @@ float simplexNoise(vec2 v)
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vec2 a1 = sin(phi.zz +D.xy);
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// mix
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vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
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return 160.0 * dot(m, g);
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#endif
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return 160.0 * dot(m, g);
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}
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