// 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; }