small refactoring to reduce number of dot() in 2D.
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171b666955
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noise.glsl
37
noise.glsl
@ -11,6 +11,7 @@
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#define NORMALIZE_GRADIENTS
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#define NORMALIZE_GRADIENTS
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#undef USE_CIRCLE
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#undef USE_CIRCLE
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#define COLLAPSE_SORTNET
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#define COLLAPSE_SORTNET
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#define MOREDOTS
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float permute(float x0,vec3 p) {
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float permute(float x0,vec3 p) {
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float x1 = mod(x0 * p.y, p.x);
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float x1 = mod(x0 * p.y, p.x);
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@ -65,39 +66,43 @@ float simplexNoise2(vec2 v)
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i.y + vec3(0., i1.y, 1. ), pParam.xyz)
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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.x + vec3(0., i1.x, 1. ), 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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m = m*m ;
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m = m*m ;
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#ifndef USE_CIRCLE
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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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// ( 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. ;
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vec3 h = 0.5 - abs(x) ;
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vec3 h = 0.5 - abs(x) ;
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//vec3 sx = vec3(lessThan(x,D.xxx)) *2. -1.;
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//vec3 sh = vec3(lessThan(h,D.xxx));
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vec3 sx = 2.*floor(x) + 1.;
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vec3 sx = 2.*floor(x) + 1.;
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vec3 sh = floor(h);
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vec3 sh = floor(h);
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vec3 a0 = x + sx*sh;
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vec3 a0 = x + sx*sh;
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vec2 p0 = vec2(a0.x,h.x);
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vec2 p1 = vec2(a0.y,h.y);
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vec2 p2 = vec2(a0.z,h.z);
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#ifdef NORMALISE_GRADIENTS
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# ifdef NORMALISE_GRADIENTS
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p0 *= taylorInvSqrt(dot(p0,p0));
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m *= taylorInvSqrt( a0*a0 + h*h );
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p1 *= taylorInvSqrt(dot(p1,p1));
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# endif
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p2 *= taylorInvSqrt(dot(p2,p2));
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//vec2 p0 = vec2(a0.x,h.x);
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#endif
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//vec2 p1 = vec2(a0.y,h.y);
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//vec2 p2 = vec2(a0.z,h.z);
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//vec3 g = vec3( dot(p0, x0), dot(p1, xC.xy), dot(p2, xC.zw) );
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vec3 g = 2.0 * vec3( dot(p0, x0), dot(p1, xC.xy), dot(p2, xC.zw) );
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vec3 g;
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// a0 *= m;
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// h *= m;
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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 1.66666* 70. *2. * dot(m, g);
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#else
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#else
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// N points around a unit circle.
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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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vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
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vec4 a0 = sin(phi.xxyy+D.xyxy);
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vec4 a0 = sin(phi.xxyy+D.xyxy);
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vec2 a1 = sin(phi.zz +D.xy);
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vec2 a1 = sin(phi.zz +D.xy);
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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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#endif
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// mix
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// mix
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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 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
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m = m*m ;
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return 1.66666* 70.*dot(m, g);
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return 1.66666* 70.*dot(m*m, g);
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#endif
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}
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}
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float simplexNoise3(vec3 v)
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float simplexNoise3(vec3 v)
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