diff --git a/ASHIMA.md b/ASHIMA.md deleted file mode 100644 index 8a6697b..0000000 --- a/ASHIMA.md +++ /dev/null @@ -1,24 +0,0 @@ -*webgl-noise* contain Simplex Noise functions that are fast and -self contained, with performance that scales well with massive -parallelism. -While not quite as fast as Gustavson's original implementation -on typical current desktop GPUs, they are more scalable to -massive parallelism and much more convenient to use, and -they can make good use of unused ALU resources when run -concurrently with a typical texture-intensive rendering. -Gustavson's implementation makes heavy use of a texture -lookup table and is texture bandwidth limited. - -This work follows Stefan Gustavson's paper "Simplex noise demystified" -http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf -without using any uniform arrays or texture engines. - -Simplex noise functions are (C) Ashima Arts -Classic noise functions are (C) Stefan Gustavson - -###License -[MIT Expat](http://ashimagroup.net/os/license/mit-expat) - -###Tags -[webgl](http://ashimagroup.net/os/tag/webgl) - diff --git a/benchmark/README b/benchmark/README new file mode 100644 index 0000000..f5e1c30 --- /dev/null +++ b/benchmark/README @@ -0,0 +1,6 @@ +This is a benchmark for the noise functions, but it was written in 2011 +to be compatible with MacOS X, which was still stuck at OpenGL 2.1 at the time. +The code hasn't aged well. In addition to using legacy OpenGL 2.1, it uses +the old version 2 of the GLFW library, which is still available but no longer +maintained. Trying to resurrect this code might prove painful. +In any case, this is not code you should learn from or build upon. diff --git a/demo/README b/demo/README new file mode 100644 index 0000000..cc8a73a --- /dev/null +++ b/demo/README @@ -0,0 +1,6 @@ +This is a visual demo for some of the noise functions, but it was written in 2011 +to be compatible with MacOS X, which was still stuck at OpenGL 2.1 at the time. +The code hasn't aged well. In addition to using legacy OpenGL, it uses +the old version 2 of the GLFW library, which is still available but no longer +maintained. Trying to resurrect this code might prove painful. +In any case, this is not code you should learn from or build upon. diff --git a/deprecated/noise.glsl b/deprecated/noise.glsl deleted file mode 100644 index 5ca0f2a..0000000 --- a/deprecated/noise.glsl +++ /dev/null @@ -1,294 +0,0 @@ -// -// Description : Array and textureless GLSL 2D/3D/4D simplex -// noise functions. -// Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm -// Lastmod : 20110223 -// License : Copyright (C) 2011 Ashima Arts. All rights reserved. -// Distributed under the Artistic License 2.0; See LICENCE file. -// - -#define NORMALIZE_GRADIENTS -#undef USE_CIRCLE -#define COLLAPSE_SORTNET -#define MOREDOTS - -float permute(float x0,vec3 p) { - float x1 = mod(x0 * p.y, p.x); - return floor( mod( (x1 + p.z) *x0, p.x )); - } -vec2 permute(vec2 x0,vec3 p) { - vec2 x1 = mod(x0 * p.y, p.x); - return floor( mod( (x1 + p.z) *x0, p.x )); - } -vec3 permute(vec3 x0,vec3 p) { - vec3 x1 = mod(x0 * p.y, p.x); - return floor( mod( (x1 + p.z) *x0, p.x )); - } -vec4 permute(vec4 x0,vec3 p) { - vec4 x1 = mod(x0 * p.y, p.x); - return floor( mod( (x1 + p.z) *x0, p.x )); - } - -uniform vec4 pParam; -// Example -// const vec4 pParam = vec4( 17.* 17., 34., 1., 7.); - -float taylorInvSqrt(float r) - { - return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); - } - -float simplexNoise2(vec2 v) - { - const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.; - 0.366025403784438597); // 0.5*(sqrt(3.0)-1.); - const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312; -// First corner - vec2 i = floor(v + dot(v, C.yy) ); - vec2 x0 = v - i + dot(i, C.xx); - -// Other corners - vec2 i1; - i1.x = float( (x0.x>x0.y) ); - i1.y = 1. - i1.x; - - // x0 = x0 - 0. + 0. * C.xx ; - // x1 = x0 - i1 + 1. * C.xx ; - // x2 = x0 - 1. + 2. * C.xx ; - - vec4 xC = x0.xyxy + vec4( C.xx, -1. + 2.* C.xx); - xC.xy -= i1; - -// Permutations - i = mod(i, pParam.x); - vec3 p = permute( permute( - i.y + vec3(0., i1.y, 1. ), pParam.xyz) - + i.x + vec3(0., i1.x, 1. ), pParam.xyz); - - vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.); - m = m*m ; - m = m*m ; -#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 sx = 2.*floor(x) + 1.; - vec3 sh = floor(h); - - vec3 a0 = x + sx*sh; - -# ifdef NORMALISE_GRADIENTS - m *= taylorInvSqrt( a0*a0 + h*h ); -# endif - //vec2 p0 = vec2(a0.x,h.x); - //vec2 p1 = vec2(a0.y,h.y); - //vec2 p2 = vec2(a0.z,h.z); - //vec3 g = vec3( dot(p0, x0), dot(p1, xC.xy), dot(p2, xC.zw) ); - - vec3 g; -// a0 *= m; -// h *= m; - 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); -#else -// N points around a unit circle. - vec3 phi = D.z * mod(p,pParam.w) /pParam.w ; - vec4 a0 = sin(phi.xxyy+D.xyxy); - 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); -#endif - } - -float simplexNoise3(vec3 v) - { - const vec2 C = vec2(1./6. , 1./3. ) ; - const vec4 D = vec4(0., 0.5, 1.0, 2.0); - -// First corner - vec3 i = floor(v + dot(v, C.yyy) ); - vec3 x0 = v - i + dot(i, C.xxx) ; - -// Other corners -#ifdef COLLAPSE_SORTNET - vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) ); -// vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) ); - vec3 l = 1. - g; - vec3 i1 = g.xyz * l.zxy; - vec3 i2 = max( g.xyz, l.zxy); -#else -// Keeping this clean - let the compiler optimize. -// Force existance of strict total ordering in sort. - vec3 q0 = floor(x0 * 1024.0) + vec3( 0., 1./4., 2./4.); - vec3 q1; - q1.x = max(q0.x, q0.y); - q1.y = min(q0.x, q0.y); - q1.z = q0.z; - - vec3 q2; - q2.x = max(q1.x,q1.z); - q2.z = min(q1.x,q1.z); - q2.y = q1.y; - - vec3 q3; - q3.y = max(q2.y, q2.z); - q3.z = min(q2.y, q2.z); - q3.x = q2.x; - - vec3 i1 = vec3(lessThanEqual(q3.xxx, q0)); - vec3 i2 = vec3(lessThanEqual(q3.yyy, q0)); -#endif - - // x0 = x0 - 0. + 0. * C - vec3 x1 = x0 - i1 + 1. * C.xxx; - vec3 x2 = x0 - i2 + 2. * C.xxx; - vec3 x3 = x0 - 1. + 3. * C.xxx; - -// Permutations - i = mod(i, pParam.x ); - vec4 p = permute( permute( permute( - i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz) - + i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz) - + i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz); - -// Gradients -// ( N*N points uniformly over a square, mapped onto a octohedron.) - float n_ = 1.0/pParam.w ; - vec3 ns = n_ * D.wyz - D.xzx ; - - vec4 j = p - pParam.w*pParam.w*floor(p * ns.z *ns.z); // mod(p,N*N) - - vec4 x_ = floor(j * ns.z) ; - vec4 y_ = floor(j - pParam.w * x_ ) ; // mod(j,N) - - vec4 x = x_ *ns.x + ns.yyyy; - vec4 y = y_ *ns.x + ns.yyyy; - vec4 h = 1. - abs(x) - abs(y); - - vec4 b0 = vec4( x.xy, y.xy ); - vec4 b1 = vec4( x.zw, y.zw ); - - //vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.; - //vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.; - vec4 s0 = floor(b0) *2. +1.; - vec4 s1 = floor(b1) *2. +1.; - vec4 sh = -vec4(lessThan(h, D.xxxx)); - - vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; - vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; - - vec3 p0 = vec3(a0.xy,h.x); - vec3 p1 = vec3(a0.zw,h.y); - vec3 p2 = vec3(a1.xy,h.z); - vec3 p3 = vec3(a1.zw,h.w); - -#ifdef NORMALISE_GRADIENTS - p0 *= taylorInvSqrt(dot(p0,p0)); - p1 *= taylorInvSqrt(dot(p1,p1)); - p2 *= taylorInvSqrt(dot(p2,p2)); - p3 *= taylorInvSqrt(dot(p3,p3)); -#endif - -// Mix - vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.); - m = m * m; -//used to be 64. - return 48.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), - dot(p2,x2), dot(p3,x3) ) ); - } - -vec4 grad4(float j, vec4 ip) - { - const vec4 ones = vec4(1.,1.,1.,-1.); - vec4 p,s; - - p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0; - p.w = 1.5 - dot(abs(p.xyz), ones.xyz); - s = vec4(lessThan(p,vec4(0.))); - p.xyz = p.xyz + (s.xyz*2.-1.) * s.www; - - return p; - } - -float simplexNoise4(vec4 v) - { - const vec2 C = vec2( 0.138196601125010504, // (5 - sqrt(5))/20 G4 - 0.309016994374947451); // (sqrt(5) - 1)/4 F4 -// First corner - vec4 i = floor(v + dot(v, C.yyyy) ); - vec4 x0 = v - i + dot(i, C.xxxx); - -// Other corners - -// Force existance of strict total ordering in sort. - vec4 q0 = floor(x0 * 1024.0) + vec4( 0., 1./4., 2./4. , 3./4.); - vec4 q1; - q1.xy = max(q0.xy,q0.zw); // x:z y:w - q1.zw = min(q0.xy,q0.zw); - - vec4 q2; - q2.xz = max(q1.xz,q1.yw); // x:y z:w - q2.yw = min(q1.xz,q1.yw); - - vec4 q3; - q3.y = max(q2.y,q2.z); // y:z - q3.z = min(q2.y,q2.z); - q3.xw = q2.xw; - - vec4 i1 = vec4(lessThanEqual(q3.xxxx, q0)); - vec4 i2 = vec4(lessThanEqual(q3.yyyy, q0)); - vec4 i3 = vec4(lessThanEqual(q3.zzzz, q0)); - - // x0 = x0 - 0. + 0. * C - vec4 x1 = x0 - i1 + 1. * C.xxxx; - vec4 x2 = x0 - i2 + 2. * C.xxxx; - vec4 x3 = x0 - i3 + 3. * C.xxxx; - vec4 x4 = x0 - 1. + 4. * C.xxxx; - -// Permutations - i = mod(i, pParam.x ); - float j0 = permute( permute( permute( permute ( - i.w, pParam.xyz) + i.z, pParam.xyz) - + i.y, pParam.xyz) + i.x, pParam.xyz); - vec4 j1 = permute( permute( permute( permute ( - i.w + vec4(i1.w, i2.w, i3.w, 1. ), pParam.xyz) - + i.z + vec4(i1.z, i2.z, i3.z, 1. ), pParam.xyz) - + i.y + vec4(i1.y, i2.y, i3.y, 1. ), pParam.xyz) - + i.x + vec4(i1.x, i2.x, i3.x, 1. ), pParam.xyz); -// Gradients -// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.) - vec4 ip = vec4(pParam.w) ; - ip.xy *= pParam.w ; - ip.x *= pParam.w ; - ip = vec4(1.,1.,1.,2.) / ip ; - - vec4 p0 = grad4(j0, ip); - vec4 p1 = grad4(j1.x, ip); - vec4 p2 = grad4(j1.y, ip); - vec4 p3 = grad4(j1.z, ip); - vec4 p4 = grad4(j1.w, ip); - -#ifdef NORMALISE_GRADIENTS - p0 *= taylorInvSqrt(dot(p0,p0)); - p1 *= taylorInvSqrt(dot(p1,p1)); - p2 *= taylorInvSqrt(dot(p2,p2)); - p3 *= taylorInvSqrt(dot(p3,p3)); - p4 *= taylorInvSqrt(dot(p4,p4)); -#endif - -// Mix - vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.); - vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.); - m0 = m0 * m0; - m1 = m1 * m1; - return 32. * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) - + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; - - } - - diff --git a/src/README b/src/README new file mode 100644 index 0000000..5b54cc9 --- /dev/null +++ b/src/README @@ -0,0 +1,10 @@ +These files contain noise functions that are compatible with all +current versions of GLSL (1.20 and up), and all you need to use them +is provided in the source file. There is no external data, and no +setup procedure. Just cut and paste and call the function. + +GLSL has a very rudimentary linker, so some helper functions are +included in several of the files with the same name. If you want to +use more than one of these functions in the same shader, you may run +into problems with redefinition of the functions mod289() and permute(). +If that happens, just delete any superfluous definitions. diff --git a/src/cellular2D.glsl b/src/cellular2D.glsl index ac73af7..4af8d7c 100644 --- a/src/cellular2D.glsl +++ b/src/cellular2D.glsl @@ -4,7 +4,7 @@ // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. // This code is released under the conditions of the MIT license. // See LICENSE file for details. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // Modulo 289 without a division (only multiplications) vec3 mod289(vec3 x) { diff --git a/src/cellular2x2.glsl b/src/cellular2x2.glsl index cef151a..c563e14 100644 --- a/src/cellular2x2.glsl +++ b/src/cellular2x2.glsl @@ -4,7 +4,7 @@ // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. // This code is released under the conditions of the MIT license. // See LICENSE file for details. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // Modulo 289 without a division (only multiplications) vec2 mod289(vec2 x) { diff --git a/src/cellular2x2x2.glsl b/src/cellular2x2x2.glsl index 045b56e..904f416 100644 --- a/src/cellular2x2x2.glsl +++ b/src/cellular2x2x2.glsl @@ -4,7 +4,7 @@ // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. // This code is released under the conditions of the MIT license. // See LICENSE file for details. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // Modulo 289 without a division (only multiplications) vec3 mod289(vec3 x) { diff --git a/src/cellular3D.glsl b/src/cellular3D.glsl index 01a9332..d39b62a 100644 --- a/src/cellular3D.glsl +++ b/src/cellular3D.glsl @@ -4,7 +4,7 @@ // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. // This code is released under the conditions of the MIT license. // See LICENSE file for details. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // Modulo 289 without a division (only multiplications) vec3 mod289(vec3 x) { diff --git a/src/classicnoise2D.glsl b/src/classicnoise2D.glsl index fae2bed..7470d0b 100644 --- a/src/classicnoise2D.glsl +++ b/src/classicnoise2D.glsl @@ -9,7 +9,7 @@ // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec4 mod289(vec4 x) diff --git a/src/classicnoise3D.glsl b/src/classicnoise3D.glsl index 778de1e..ccab93f 100644 --- a/src/classicnoise3D.glsl +++ b/src/classicnoise3D.glsl @@ -9,7 +9,7 @@ // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) diff --git a/src/classicnoise4D.glsl b/src/classicnoise4D.glsl index e268f42..e0ca787 100644 --- a/src/classicnoise4D.glsl +++ b/src/classicnoise4D.glsl @@ -9,7 +9,7 @@ // // Copyright (c) 2011 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec4 mod289(vec4 x) diff --git a/src/noise2D.glsl b/src/noise2D.glsl index cf99353..2c7a4d9 100644 --- a/src/noise2D.glsl +++ b/src/noise2D.glsl @@ -1,11 +1,12 @@ // // Description : Array and textureless GLSL 2D simplex noise function. // Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm +// Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { diff --git a/src/noise3D.glsl b/src/noise3D.glsl index ea75001..c9dace9 100644 --- a/src/noise3D.glsl +++ b/src/noise3D.glsl @@ -2,11 +2,12 @@ // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm +// Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { diff --git a/src/noise3Dgrad.glsl b/src/noise3Dgrad.glsl index a483587..8886da8 100644 --- a/src/noise3Dgrad.glsl +++ b/src/noise3Dgrad.glsl @@ -2,11 +2,12 @@ // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm +// Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec3 mod289(vec3 x) { diff --git a/src/noise4D.glsl b/src/noise4D.glsl index 93786ae..7eb1d9e 100644 --- a/src/noise4D.glsl +++ b/src/noise4D.glsl @@ -2,11 +2,12 @@ // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm +// Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // vec4 mod289(vec4 x) { diff --git a/src/psrdnoise2D.glsl b/src/psrdnoise2D.glsl index 96ce1ce..9b630fb 100644 --- a/src/psrdnoise2D.glsl +++ b/src/psrdnoise2D.glsl @@ -53,7 +53,7 @@ // // Copyright (c) 2016 Stefan Gustavson. All rights reserved. // Distributed under the MIT license. See LICENSE file. -// https://github.com/ashima/webgl-noise +// https://github.com/stegu/webgl-noise // //