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| author | Akshay Nair <phenax5@gmail.com> | 2026-09-14 11:46:56 +0530 |
|---|---|---|
| committer | Akshay Nair <phenax5@gmail.com> | 2026-09-14 11:46:56 +0530 |
| commit | 707c8896cef6bff291f5d2f3339cf9bf46ee2242 (patch) | |
| tree | fd62d97b8d92c0b0cc8ff817ce2477df771d20d7 /src/main/resources/shaders/modules | |
| parent | 42b66232530f933b184d446a7461e2e9f8d42bce (diff) | |
| download | art-playground-openrndr-707c8896cef6bff291f5d2f3339cf9bf46ee2242.tar.gz art-playground-openrndr-707c8896cef6bff291f5d2f3339cf9bf46ee2242.zip | |
Refactor stuff
Diffstat (limited to 'src/main/resources/shaders/modules')
| -rw-r--r-- | src/main/resources/shaders/modules/noise.glsl | 67 | ||||
| -rw-r--r-- | src/main/resources/shaders/modules/sdf.glsl (renamed from src/main/resources/shaders/modules/sdf.cs) | 0 | ||||
| -rw-r--r-- | src/main/resources/shaders/modules/utils.glsl (renamed from src/main/resources/shaders/modules/utils.cs) | 0 |
3 files changed, 67 insertions, 0 deletions
diff --git a/src/main/resources/shaders/modules/noise.glsl b/src/main/resources/shaders/modules/noise.glsl new file mode 100644 index 0000000..ebedd6d --- /dev/null +++ b/src/main/resources/shaders/modules/noise.glsl @@ -0,0 +1,67 @@ +// Noise Related Functions +float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } +vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } +vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } +float noise(vec3 p) { + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + return o4.y * d.y + o4.x * (1.0 - d.y); +} +float PHI = 1.61803398874989484820459; // Φ = Golden Ratio +float gold_noise(in vec2 xy, in float seed) { + return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); +} +float random(vec3 scale, float seed) { + return fract(sin(dot(gl_GlobalInvocationID.xyz + seed, scale)) * 43758.5453 + + seed); +} + +// Fractal Brownian Noise +float fbm(vec3 x, int octaves) { + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < octaves; ++i) { + v += a * noise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +float random(vec2 st) { + return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123); +} + +float noise(vec2 st) { + vec2 i = floor(st); + vec2 f = fract(st); + float a = random(i); + float b = random(i + vec2(1.0, 0.0)); + float c = random(i + vec2(0.0, 1.0)); + float d = random(i + vec2(1.0, 1.0)); + vec2 u = f * f * (3.0 - 2.0 * f); + return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; +} + +float fbm(vec2 st) { + float value = 0.0; + float amplitude = 0.5; + for (int i = 0; i < 5; i++) { + value += amplitude * noise(st); + st *= 2.0; + amplitude *= 0.5; + } + return value; +} diff --git a/src/main/resources/shaders/modules/sdf.cs b/src/main/resources/shaders/modules/sdf.glsl index 8121b18..8121b18 100644 --- a/src/main/resources/shaders/modules/sdf.cs +++ b/src/main/resources/shaders/modules/sdf.glsl diff --git a/src/main/resources/shaders/modules/utils.cs b/src/main/resources/shaders/modules/utils.glsl index 1616e8c..1616e8c 100644 --- a/src/main/resources/shaders/modules/utils.cs +++ b/src/main/resources/shaders/modules/utils.glsl |
