# Changeset 1830 for trunk/tutorial/03_noise.lolfxTweet

Ignore:
Timestamp:
Aug 28, 2012, 8:58:57 AM (9 years ago)
Message:

tutorial: optimise Perlin noise shader and reduce its complexity.

File:
1 edited

Unmodified
Removed
• ## trunk/tutorial/03_noise.lolfx

 r1827 uniform float u_Time; vec3 noise2d(vec2 p) vec4 noise3d(vec3 p1, vec3 p2, vec3 p3, vec3 p4) { return vec3(fract(sin(dot(p, vec2(12.3453, -54.3353432))) * 8433.235443), fract(sin(dot(p, vec2(34.23232, 98.03537))) * 8294.5345433), fract(sin(dot(p, vec2(82.91234, -19.243533))) * 2912.454369)); vec3 q = vec3(12.3453, -54.3353432, 34.3490432); vec4 s = vec4(dot(p1, q), dot(p2, q), dot(p3, q), dot(p4, q)); return fract(sin(54.343909 + s) * 8433.235443); } vec3 noise3d(vec3 p) { return vec3(fract(sin(54.343909 + dot(p, vec3(12.3453, -54.3353432, 34.3490432))) * 8433.235443), fract(sin(93.329945 - dot(p, vec3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433), fract(sin(32.039284 + dot(p, vec3(82.91234, -19.243533, 22.3294090))) * 2912.454369)); } vec3 perlin2d(vec2 p) { vec2 a = floor(p); vec2 d = p - a; d = d * d * (3.0 - 2.0 * d); vec3 n1 = noise2d(a); vec3 n2 = noise2d(a + vec2(1.0, 0.0)); vec3 n3 = noise2d(a + vec2(0.0, 1.0)); vec3 n4 = noise2d(a + vec2(1.0, 1.0)); vec3 q1 = n2 * d.x + n1 * (1.0 - d.x); vec3 q2 = n4 * d.x + n3 * (1.0 - d.x); vec3 q3 = q2 * d.y + q1 * (1.0 - d.y); return q3; } vec3 perlin3d(vec3 p) float perlin3d(vec3 p) { mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); d = d * d * (3.0 - 2.0 * d); vec3 o1 = noise3d(a); vec3 o2 = noise3d(a + vec3(1.0, 0.0, 0.0)); vec3 o3 = noise3d(a + vec3(0.0, 1.0, 0.0)); vec3 o4 = noise3d(a + vec3(1.0, 1.0, 0.0)); vec3 o5 = noise3d(a + vec3(0.0, 0.0, 1.0)); vec3 o6 = noise3d(a + vec3(1.0, 0.0, 1.0)); vec3 o7 = noise3d(a + vec3(0.0, 1.0, 1.0)); vec3 o8 = noise3d(a + vec3(1.0, 1.0, 1.0)); vec4 o1 = noise3d(a, a + vec3(0.0, 1.0, 0.0), a + vec3(0.0, 0.0, 1.0), a + vec3(0.0, 1.0, 1.0)); vec4 o2 = noise3d(a + vec3(1.0, 0.0, 0.0), a + vec3(1.0, 1.0, 0.0), a + vec3(1.0, 0.0, 1.0), a + vec3(1.0, 1.0, 1.0)); vec3 n1 = o2 * d.x + o1 * (1.0 - d.x); vec3 n2 = o4 * d.x + o3 * (1.0 - d.x); vec3 n3 = o6 * d.x + o5 * (1.0 - d.x); vec3 n4 = o8 * d.x + o7 * (1.0 - d.x); vec4 o3 = o2 * d.x + o1 * (1.0 - d.x); vec2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); vec3 q1 = n2 * d.y + n1 * (1.0 - d.y); vec3 q2 = n4 * d.y + n3 * (1.0 - d.y); vec3 q3 = q2 * d.z + q1 * (1.0 - d.z); return q3; return o4.y * d.z + o4.x * (1.0 - d.z); } float z = u_Time * 2.0; vec3 p = perlin3d(vec3(xy / 160.0, z)) / 2.0 + perlin3d(vec3(xy / 80.0, z + 1.5)) / 4.0 + perlin3d(vec3(xy / 40.0, z + 0.3)) / 8.0 + perlin3d(vec3(xy / 20.0, z + 3.3)) / 16.0 + perlin3d(vec3(xy / 10.0, z + 2.0)) / 32.0 + perlin3d(vec3(xy / 5.0, z + 1.7)) / 64.0 + perlin3d(vec3(xy / 2.5, z + 4.2)) / 128.0; float p = perlin3d(vec3(xy / 80.0, z + 1.5)) / 2.0 + perlin3d(vec3(xy / 40.0, z + 0.3)) / 4.0 + perlin3d(vec3(xy / 20.0, z + 3.3)) / 8.0 + perlin3d(vec3(xy / 10.0, z + 2.0)) / 16.0; /* Scroll by adding [-.5,.5] */ p = min(p, 1.0); p = p * p * (3.0 - 2.0 * p); p = p * p * (3.0 - 2.0 * p); gl_FragColor = vec4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0); float q = p * p * (3.0 - 2.0 * p); float r = q * q * (3.0 - 2.0 * q); gl_FragColor = vec4(min(q * 2.0, 1.0), max(r * 1.5 - 0.5, 0.0), max(q * 8.0 - 7.3, 0.0), 1.0); } -- HLSL.Frag -- float3 noise2d(float2 p) float4 noise3d(float3 p1, float3 p2, float3 p3, float3 p4) { return float3(frac(sin(dot(p, float2(12.3453, -54.3353432))) * 8433.235443), frac(sin(dot(p, float2(34.23232, 98.03537))) * 8294.5345433), frac(sin(dot(p, float2(82.91234, -19.243533))) * 2912.454369)); float3 q = float3(12.3453, -54.3353432, 34.3490432); float4 s = float4(dot(p1, q), dot(p2, q), dot(p3, q), dot(p4, q)); return frac(sin(54.343909 + s) * 8433.235443); } float3 noise3d(float3 p) { return float3(frac(sin(54.343909 + dot(p, float3(12.3453, -54.3353432, 34.3490432))) * 8433.235443), frac(sin(93.329945 - dot(p, float3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433), frac(sin(32.039284 + dot(p, float3(82.91234, -19.243533, 22.3294090))) * 2912.454369)); } float3 perlin2d(float2 p) { float2 a = floor(p); float2 d = p - a; d = d * d * (3.0 - 2.0 * d); float3 n1 = noise2d(a); float3 n2 = noise2d(a + float2(1.0, 0.0)); float3 n3 = noise2d(a + float2(0.0, 1.0)); float3 n4 = noise2d(a + float2(1.0, 1.0)); float3 q1 = n2 * d.x + n1 * (1.0 - d.x); float3 q2 = n4 * d.x + n3 * (1.0 - d.x); float3 q3 = q2 * d.y + q1 * (1.0 - d.y); return q3; } float3 perlin3d(float3 p) float perlin3d(float3 p) { float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); d = d * d * (3.0 - 2.0 * d); float3 o1 = noise3d(a); float3 o2 = noise3d(a + float3(1.0, 0.0, 0.0)); float3 o3 = noise3d(a + float3(0.0, 1.0, 0.0)); float3 o4 = noise3d(a + float3(1.0, 1.0, 0.0)); float3 o5 = noise3d(a + float3(0.0, 0.0, 1.0)); float3 o6 = noise3d(a + float3(1.0, 0.0, 1.0)); float3 o7 = noise3d(a + float3(0.0, 1.0, 1.0)); float3 o8 = noise3d(a + float3(1.0, 1.0, 1.0)); float4 o1 = noise3d(a, a + float3(0.0, 1.0, 0.0), a + float3(0.0, 0.0, 1.0), a + float3(0.0, 1.0, 1.0)); float4 o2 = noise3d(a + float3(1.0, 0.0, 0.0), a + float3(1.0, 1.0, 0.0), a + float3(1.0, 0.0, 1.0), a + float3(1.0, 1.0, 1.0)); float3 n1 = o2 * d.x + o1 * (1.0 - d.x); float3 n2 = o4 * d.x + o3 * (1.0 - d.x); float3 n3 = o6 * d.x + o5 * (1.0 - d.x); float3 n4 = o8 * d.x + o7 * (1.0 - d.x); float4 o3 = o2 * d.x + o1 * (1.0 - d.x); float2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); float3 q1 = n2 * d.y + n1 * (1.0 - d.y); float3 q2 = n4 * d.y + n3 * (1.0 - d.y); float3 q3 = q2 * d.z + q1 * (1.0 - d.z); return q3; return o4.y * d.z + o4.x * (1.0 - d.z); } float z = u_Time * 2.0; float3 p = perlin3d(float3(xy / 160.0, z)) / 2.0 + perlin3d(float3(xy / 80.0, z + 1.5)) / 4.0 + perlin3d(float3(xy / 40.0, z + 0.3)) / 8.0 + perlin3d(float3(xy / 20.0, z + 3.3)) / 16.0 + perlin3d(float3(xy / 10.0, z + 2.0)) / 32.0 + perlin3d(float3(xy / 5.0, z + 1.7)) / 64.0 + perlin3d(float3(xy / 2.5, z + 4.2)) / 128.0; float p = perlin3d(float3(xy / 80.0, z + 1.5)) / 2.0 + perlin3d(float3(xy / 40.0, z + 0.3)) / 4.0 + perlin3d(float3(xy / 20.0, z + 3.3)) / 8.0 + perlin3d(float3(xy / 10.0, z + 2.0)) / 16.0; /* Scroll by adding [-.5,.5] */ p = min(p, 1.0); p = p * p * (3.0 - 2.0 * p); p = p * p * (3.0 - 2.0 * p); out_FragColor = float4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0); float q = p * p * (3.0 - 2.0 * p); float r = q * q * (3.0 - 2.0 * q); out_FragColor = float4(min(q * 2.0, 1.0), max(r * 1.5 - 0.5, 0.0), max(q * 8.0 - 7.3, 0.0), 1.0); }
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