// SimplexPerlinNoiseマップ作成シェーダ // ver 1.0 2020/06/07 // by yarunashi@dooon // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmod : 20110822 (ijm) // License : Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // https://github.com/stegu/webgl-noise // vec3 mod289(vec3 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 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); } vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float snoise(vec3 v) { const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; vec3 x1 = x0 - i1 + C.xxx; vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) float n_ = 0.142857142857; // 1.0/7.0 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } // xs_begin // author : 'yarunashi@dooon' // arg : { id = '0' name = 'xscale' value = '2' range = '0.0 100.0' step = '0.5' decimal = '1' } // arg : { id = '1' name = 'yscale' value = '2' range = '0.0 100.0' step = '0.5' decimal = '1' } // arg : { id = '2' name = 'seed' value = '0' range = '0.0 100.0' step = '0.1' decimal = '1' } // arg : { id = '3' name = 'numcolors' value = '255' range = '1 255' step = '1' decimal = '0' } // arg : { id = '4' name = 'seamless' value = '0' range = '0 1' step = '1' decimal = '0' } // arg : { id = '5' name = 'fbm' value = '0' range = '0 1' step = '1' decimal = '0' } // arg : { id = '6' name = 'hscale' value = '1.0' range = '0.1 100.0' step = '0.1' decimal = '1' } // arg : { id = '7' name = 'thickness' value = '1' range = '1 255' step = '1' decimal = '0' } // xs_end float xscale = (i_args[0] == 0) ? 2.0 : iArgs[0] ; float yscale = (i_args[1] == 0) ? 2.0 : iArgs[1] ; float seed = (i_args[2] == 0) ? 0.0 : iArgs[2] ; float step = (i_args[3] == 0) ? 255.0 : iArgs[3] ; float seamless = (i_args[4] == 0) ? 0.0 : 1.0; float fbm = (i_args[5] == 0) ? 0.0 : 1.0; float hscale = (iArgs[6] == 0) ? 1.0 : iArgs[6] ; float thickness = (iArgs[7] == 0) ? 1.0 : iArgs[7] ; // シームありノイズ生成 float smnoise(vec2 v) { vec3 p = vec3(v.x * xscale / i_volume_size.x, v.y * yscale / i_volume_size.y, seed); float r = snoise(p); return (r + 1.0) / 2.0; //0.0~1.0 } //フラクショナルブラウン運動 #define NUM_OCTAVES 5 float fsmnoise(vec2 x) { float v = 0.0; float a = 0.5; vec2 shift = vec2(100); // Rotate to reduce axial bias mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * smnoise(x); x = rot * x * 2.0 + shift; a *= 0.5; } return v; } // シームレスノイズ生成 float smlessnoise(vec2 v){ vec2 p = mod(v, i_volume_size.xy); vec2 q = p / i_volume_size.xy; vec2 r = i_volume_size.xy; return smnoise(vec2(p.x, p.y )) * q.x * q.y + smnoise(vec2(p.x, p.y + r.y)) * q.x * (1.0 - q.y) + smnoise(vec2(p.x + r.x, p.y )) * (1.0 - q.x) * q.y + smnoise(vec2(p.x + r.x, p.y + r.y)) * (1.0 - q.x) * (1.0 - q.y); } float fsmlessnoise(vec2 v){ vec2 p = mod(v, i_volume_size.xy); vec2 q = p / i_volume_size.xy; vec2 r = i_volume_size.xy; return fsmnoise(vec2(p.x, p.y )) * q.x * q.y + fsmnoise(vec2(p.x, p.y + r.y)) * q.x * (1.0 - q.y) + fsmnoise(vec2(p.x + r.x, p.y )) * (1.0 - q.x) * q.y + fsmnoise(vec2(p.x + r.x, p.y + r.y)) * (1.0 - q.x) * (1.0 - q.y); } float makemap(vec3 v) { float r = 0.0; if (seamless >= 1.0) { // seamless noise if (fbm >= 1.0) { r = fsmlessnoise(v.xy); } else { r = smlessnoise(v.xy); } } else { if (fbm >= 1.0) { r = fsmnoise(v.xy); } else { r = smnoise(v.xy); } } r = r * 255; return r - mod(r, 255.0 / step) + 1; } float map(vec3 v) { //マップの色1-255を取得 float index = makemap(v); //色の高さを反転 float height = 256.0 - index; //空間の高さに合わせる height = (height / 255.0) * i_volume_size.z * hscale; if (i_volume_size.z > 1.0) { //色の幅を調整 index = 256.0 - height; index = index - mod(index, thickness) + 1; } return ( floor(v.z) < height ? index : 0.0 ); }