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2dsimplex.tres
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2dsimplex.tres
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[gd_resource type="Shader" format=2]
[resource]
code = "shader_type canvas_item;
uniform float scale = 8.0;
uniform vec2 offset;
// Precompute values for skewed triangular grid
uniform vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626,// -1.0 + 2.0 * C.x
0.024390243902439);// 1.0 / 41.0
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
float snoise(vec2 v){
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
vec4 x12 = vec4(x0,x0) + C.xxzz;
x12.xy -= i1;
i = mod(i, 289.0);
vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0 ));
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), vec3(0.0));
m = m*m ;
m = m*m ;
vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return dot(m, g) * 66.0 + 0.5;
//return 130.0 * dot(m, g);
}
void fragment() {
vec2 st = UV.xy;
st += offset;
st *= scale;
vec3 color = vec3(0.0);
color = vec3(clamp(snoise(st),0.0,1.0));
COLOR.rgb = color;
}"