small refactoring to reduce number of dot() in 2D.

master
ijm 2011-03-21 04:19:15 -07:00
parent 171b666955
commit dcedd5047d
1 changed files with 21 additions and 16 deletions

View File

@ -11,6 +11,7 @@
#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);
@ -65,39 +66,43 @@ float simplexNoise2(vec2 v)
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 = vec3(lessThan(x,D.xxx)) *2. -1.;
//vec3 sh = vec3(lessThan(h,D.xxx));
vec3 sx = 2.*floor(x) + 1.;
vec3 sh = floor(h);
vec3 a0 = x + sx*sh;
vec2 p0 = vec2(a0.x,h.x);
vec2 p1 = vec2(a0.y,h.y);
vec2 p2 = vec2(a0.z,h.z);
#ifdef NORMALISE_GRADIENTS
p0 *= taylorInvSqrt(dot(p0,p0));
p1 *= taylorInvSqrt(dot(p1,p1));
p2 *= taylorInvSqrt(dot(p2,p2));
#endif
# 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 = 2.0 * 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);
vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
#endif
// mix
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.);
m = m*m ;
return 1.66666* 70.*dot(m*m, g);
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)