Initial project import
This commit is contained in:
20
node_modules/glsl-noise/LICENSE
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20
node_modules/glsl-noise/LICENSE
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Copyright (C) 2011 by Ashima Arts (Simplex noise)
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Copyright (C) 2011 by Stefan Gustavson (Classic noise)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
|
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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31
node_modules/glsl-noise/README.md
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node_modules/glsl-noise/README.md
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# glsl-noise [](http://github.com/hughsk/stability-badges) #
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[webgl-noise](http://github.com/ashima/webgl-noise) ported to an NPM package
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so that you can require it from
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[glslify](http://github.com/chrisdickinson/glslify).
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[](https://nodei.co/npm/glsl-noise)
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## Usage ##
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``` glsl
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// Require as many or as little as you need:
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#pragma glslify: cnoise2 = require(glsl-noise)
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#pragma glslify: snoise2 = require(glsl-noise/simplex/2d)
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#pragma glslify: snoise3 = require(glsl-noise/simplex/3d)
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#pragma glslify: snoise4 = require(glsl-noise/simplex/4d)
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#pragma glslify: cnoise2 = require(glsl-noise/classic/2d)
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#pragma glslify: cnoise3 = require(glsl-noise/classic/3d)
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#pragma glslify: cnoise4 = require(glsl-noise/classic/4d)
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#pragma glslify: pnoise2 = require(glsl-noise/periodic/2d)
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#pragma glslify: pnoise3 = require(glsl-noise/periodic/3d)
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#pragma glslify: pnoise4 = require(glsl-noise/periodic/4d)
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attribute vec3 position;
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// And just treat them as functions like
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// you normally would:
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void main() {
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gl_FragColor = vec4(snoise3(position), 1.0);
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}
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```
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74
node_modules/glsl-noise/classic/2d.glsl
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node_modules/glsl-noise/classic/2d.glsl
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//
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// GLSL textureless classic 2D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-08-22
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec4 mod289(vec4 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec2 fade(vec2 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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// Classic Perlin noise
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float cnoise(vec2 P)
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{
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
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Pi = mod289(Pi); // To avoid truncation effects in permutation
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vec4 ix = Pi.xzxz;
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vec4 iy = Pi.yyww;
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vec4 fx = Pf.xzxz;
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vec4 fy = Pf.yyww;
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vec4 i = permute(permute(ix) + iy);
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
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vec4 gy = abs(gx) - 0.5 ;
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vec4 tx = floor(gx + 0.5);
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gx = gx - tx;
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vec2 g00 = vec2(gx.x,gy.x);
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vec2 g10 = vec2(gx.y,gy.y);
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vec2 g01 = vec2(gx.z,gy.z);
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vec2 g11 = vec2(gx.w,gy.w);
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
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g00 *= norm.x;
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g01 *= norm.y;
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g10 *= norm.z;
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g11 *= norm.w;
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float n00 = dot(g00, vec2(fx.x, fy.x));
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float n10 = dot(g10, vec2(fx.y, fy.y));
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float n01 = dot(g01, vec2(fx.z, fy.z));
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float n11 = dot(g11, vec2(fx.w, fy.w));
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vec2 fade_xy = fade(Pf.xy);
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
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return 2.3 * n_xy;
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}
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#pragma glslify: export(cnoise)
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node_modules/glsl-noise/classic/3d.glsl
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node_modules/glsl-noise/classic/3d.glsl
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//
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// GLSL textureless classic 3D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-10-11
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 mod289(vec4 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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vec3 fade(vec3 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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// Classic Perlin noise
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float cnoise(vec3 P)
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{
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vec3 Pi0 = floor(P); // Integer part for indexing
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vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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vec3 Pf0 = fract(P); // Fractional part for interpolation
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vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = Pi0.zzzz;
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vec4 iz1 = Pi1.zzzz;
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 gx0 = ixy0 * (1.0 / 7.0);
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vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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gx0 = fract(gx0);
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vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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vec4 sz0 = step(gz0, vec4(0.0));
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gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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vec4 gx1 = ixy1 * (1.0 / 7.0);
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vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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gx1 = fract(gx1);
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vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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vec4 sz1 = step(gz1, vec4(0.0));
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gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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float n111 = dot(g111, Pf1);
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vec3 fade_xyz = fade(Pf0);
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vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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#pragma glslify: export(cnoise)
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node_modules/glsl-noise/classic/4d.glsl
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node_modules/glsl-noise/classic/4d.glsl
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//
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// GLSL textureless classic 4D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-08-22
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec4 mod289(vec4 x)
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec4 permute(vec4 x)
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{
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return mod289(((x*34.0)+1.0)*x);
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}
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vec4 taylorInvSqrt(vec4 r)
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{
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return 1.79284291400159 - 0.85373472095314 * r;
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}
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||||
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vec4 fade(vec4 t) {
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return t*t*t*(t*(t*6.0-15.0)+10.0);
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}
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// Classic Perlin noise
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float cnoise(vec4 P)
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{
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vec4 Pi0 = floor(P); // Integer part for indexing
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vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
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Pi0 = mod289(Pi0);
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Pi1 = mod289(Pi1);
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vec4 Pf0 = fract(P); // Fractional part for interpolation
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vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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vec4 iy = vec4(Pi0.yy, Pi1.yy);
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vec4 iz0 = vec4(Pi0.zzzz);
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vec4 iz1 = vec4(Pi1.zzzz);
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vec4 iw0 = vec4(Pi0.wwww);
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vec4 iw1 = vec4(Pi1.wwww);
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vec4 ixy = permute(permute(ix) + iy);
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vec4 ixy0 = permute(ixy + iz0);
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vec4 ixy1 = permute(ixy + iz1);
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vec4 ixy00 = permute(ixy0 + iw0);
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vec4 ixy01 = permute(ixy0 + iw1);
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vec4 ixy10 = permute(ixy1 + iw0);
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vec4 ixy11 = permute(ixy1 + iw1);
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vec4 gx00 = ixy00 * (1.0 / 7.0);
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vec4 gy00 = floor(gx00) * (1.0 / 7.0);
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vec4 gz00 = floor(gy00) * (1.0 / 6.0);
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gx00 = fract(gx00) - 0.5;
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gy00 = fract(gy00) - 0.5;
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gz00 = fract(gz00) - 0.5;
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||||
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
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||||
vec4 sw00 = step(gw00, vec4(0.0));
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||||
gx00 -= sw00 * (step(0.0, gx00) - 0.5);
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||||
gy00 -= sw00 * (step(0.0, gy00) - 0.5);
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||||
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||||
vec4 gx01 = ixy01 * (1.0 / 7.0);
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||||
vec4 gy01 = floor(gx01) * (1.0 / 7.0);
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||||
vec4 gz01 = floor(gy01) * (1.0 / 6.0);
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||||
gx01 = fract(gx01) - 0.5;
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||||
gy01 = fract(gy01) - 0.5;
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||||
gz01 = fract(gz01) - 0.5;
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||||
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
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||||
vec4 sw01 = step(gw01, vec4(0.0));
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||||
gx01 -= sw01 * (step(0.0, gx01) - 0.5);
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||||
gy01 -= sw01 * (step(0.0, gy01) - 0.5);
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||||
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||||
vec4 gx10 = ixy10 * (1.0 / 7.0);
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||||
vec4 gy10 = floor(gx10) * (1.0 / 7.0);
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||||
vec4 gz10 = floor(gy10) * (1.0 / 6.0);
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||||
gx10 = fract(gx10) - 0.5;
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||||
gy10 = fract(gy10) - 0.5;
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||||
gz10 = fract(gz10) - 0.5;
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||||
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
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||||
vec4 sw10 = step(gw10, vec4(0.0));
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||||
gx10 -= sw10 * (step(0.0, gx10) - 0.5);
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||||
gy10 -= sw10 * (step(0.0, gy10) - 0.5);
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||||
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||||
vec4 gx11 = ixy11 * (1.0 / 7.0);
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||||
vec4 gy11 = floor(gx11) * (1.0 / 7.0);
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||||
vec4 gz11 = floor(gy11) * (1.0 / 6.0);
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||||
gx11 = fract(gx11) - 0.5;
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||||
gy11 = fract(gy11) - 0.5;
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||||
gz11 = fract(gz11) - 0.5;
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||||
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
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||||
vec4 sw11 = step(gw11, vec4(0.0));
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||||
gx11 -= sw11 * (step(0.0, gx11) - 0.5);
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||||
gy11 -= sw11 * (step(0.0, gy11) - 0.5);
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||||
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||||
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
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||||
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
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||||
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
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||||
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
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||||
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
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||||
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
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||||
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
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||||
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
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||||
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
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||||
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
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||||
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
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||||
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
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||||
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
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||||
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
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||||
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
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||||
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
|
||||
|
||||
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
|
||||
g0000 *= norm00.x;
|
||||
g0100 *= norm00.y;
|
||||
g1000 *= norm00.z;
|
||||
g1100 *= norm00.w;
|
||||
|
||||
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
|
||||
g0001 *= norm01.x;
|
||||
g0101 *= norm01.y;
|
||||
g1001 *= norm01.z;
|
||||
g1101 *= norm01.w;
|
||||
|
||||
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
|
||||
g0010 *= norm10.x;
|
||||
g0110 *= norm10.y;
|
||||
g1010 *= norm10.z;
|
||||
g1110 *= norm10.w;
|
||||
|
||||
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
|
||||
g0011 *= norm11.x;
|
||||
g0111 *= norm11.y;
|
||||
g1011 *= norm11.z;
|
||||
g1111 *= norm11.w;
|
||||
|
||||
float n0000 = dot(g0000, Pf0);
|
||||
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
|
||||
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
|
||||
float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
|
||||
float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
|
||||
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
|
||||
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
|
||||
float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
|
||||
float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
|
||||
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
|
||||
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
|
||||
float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
|
||||
float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
|
||||
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
|
||||
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
|
||||
float n1111 = dot(g1111, Pf1);
|
||||
|
||||
vec4 fade_xyzw = fade(Pf0);
|
||||
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
|
||||
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
|
||||
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
|
||||
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
|
||||
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
|
||||
return 2.2 * n_xyzw;
|
||||
}
|
||||
|
||||
#pragma glslify: export(cnoise)
|
||||
27
node_modules/glsl-noise/package.json
generated
vendored
Normal file
27
node_modules/glsl-noise/package.json
generated
vendored
Normal file
@@ -0,0 +1,27 @@
|
||||
{
|
||||
"name": "glsl-noise",
|
||||
"version": "0.0.0",
|
||||
"description": "webgl-noise shaders ported to work with glslify",
|
||||
"main": "index.js",
|
||||
"scripts": {
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
},
|
||||
"repository": {
|
||||
"type": "git",
|
||||
"url": "git://github.com/hughsk/glsl-noise.git"
|
||||
},
|
||||
"keywords": [
|
||||
"glsl",
|
||||
"noise",
|
||||
"shader",
|
||||
"perlin",
|
||||
"simplex",
|
||||
"webgl",
|
||||
"glslify"
|
||||
],
|
||||
"author": "Ian McEwan, Ashima Arts, Stefan Gustavson",
|
||||
"license": "MIT",
|
||||
"bugs": {
|
||||
"url": "https://github.com/hughsk/glsl-noise/issues"
|
||||
}
|
||||
}
|
||||
75
node_modules/glsl-noise/periodic/2d.glsl
generated
vendored
Normal file
75
node_modules/glsl-noise/periodic/2d.glsl
generated
vendored
Normal file
@@ -0,0 +1,75 @@
|
||||
//
|
||||
// GLSL textureless classic 2D noise "cnoise",
|
||||
// with an RSL-style periodic variant "pnoise".
|
||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-08-22
|
||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
|
||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
vec2 fade(vec2 t) {
|
||||
return t*t*t*(t*(t*6.0-15.0)+10.0);
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic variant
|
||||
float pnoise(vec2 P, vec2 rep)
|
||||
{
|
||||
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
|
||||
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
|
||||
Pi = mod(Pi, rep.xyxy); // To create noise with explicit period
|
||||
Pi = mod289(Pi); // To avoid truncation effects in permutation
|
||||
vec4 ix = Pi.xzxz;
|
||||
vec4 iy = Pi.yyww;
|
||||
vec4 fx = Pf.xzxz;
|
||||
vec4 fy = Pf.yyww;
|
||||
|
||||
vec4 i = permute(permute(ix) + iy);
|
||||
|
||||
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
|
||||
vec4 gy = abs(gx) - 0.5 ;
|
||||
vec4 tx = floor(gx + 0.5);
|
||||
gx = gx - tx;
|
||||
|
||||
vec2 g00 = vec2(gx.x,gy.x);
|
||||
vec2 g10 = vec2(gx.y,gy.y);
|
||||
vec2 g01 = vec2(gx.z,gy.z);
|
||||
vec2 g11 = vec2(gx.w,gy.w);
|
||||
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
|
||||
g00 *= norm.x;
|
||||
g01 *= norm.y;
|
||||
g10 *= norm.z;
|
||||
g11 *= norm.w;
|
||||
|
||||
float n00 = dot(g00, vec2(fx.x, fy.x));
|
||||
float n10 = dot(g10, vec2(fx.y, fy.y));
|
||||
float n01 = dot(g01, vec2(fx.z, fy.z));
|
||||
float n11 = dot(g11, vec2(fx.w, fy.w));
|
||||
|
||||
vec2 fade_xy = fade(Pf.xy);
|
||||
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
|
||||
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
|
||||
return 2.3 * n_xy;
|
||||
}
|
||||
|
||||
#pragma glslify: export(pnoise)
|
||||
109
node_modules/glsl-noise/periodic/3d.glsl
generated
vendored
Normal file
109
node_modules/glsl-noise/periodic/3d.glsl
generated
vendored
Normal file
@@ -0,0 +1,109 @@
|
||||
//
|
||||
// GLSL textureless classic 3D noise "cnoise",
|
||||
// with an RSL-style periodic variant "pnoise".
|
||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-10-11
|
||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
|
||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/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;
|
||||
}
|
||||
|
||||
vec3 fade(vec3 t) {
|
||||
return t*t*t*(t*(t*6.0-15.0)+10.0);
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic variant
|
||||
float pnoise(vec3 P, vec3 rep)
|
||||
{
|
||||
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
|
||||
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
|
||||
Pi0 = mod289(Pi0);
|
||||
Pi1 = mod289(Pi1);
|
||||
vec3 Pf0 = fract(P); // Fractional part for interpolation
|
||||
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0
|
||||
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
|
||||
vec4 iy = vec4(Pi0.yy, Pi1.yy);
|
||||
vec4 iz0 = Pi0.zzzz;
|
||||
vec4 iz1 = Pi1.zzzz;
|
||||
|
||||
vec4 ixy = permute(permute(ix) + iy);
|
||||
vec4 ixy0 = permute(ixy + iz0);
|
||||
vec4 ixy1 = permute(ixy + iz1);
|
||||
|
||||
vec4 gx0 = ixy0 * (1.0 / 7.0);
|
||||
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
|
||||
gx0 = fract(gx0);
|
||||
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
|
||||
vec4 sz0 = step(gz0, vec4(0.0));
|
||||
gx0 -= sz0 * (step(0.0, gx0) - 0.5);
|
||||
gy0 -= sz0 * (step(0.0, gy0) - 0.5);
|
||||
|
||||
vec4 gx1 = ixy1 * (1.0 / 7.0);
|
||||
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
|
||||
gx1 = fract(gx1);
|
||||
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
|
||||
vec4 sz1 = step(gz1, vec4(0.0));
|
||||
gx1 -= sz1 * (step(0.0, gx1) - 0.5);
|
||||
gy1 -= sz1 * (step(0.0, gy1) - 0.5);
|
||||
|
||||
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
|
||||
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
|
||||
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
|
||||
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
|
||||
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
|
||||
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
|
||||
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
|
||||
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
|
||||
|
||||
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
|
||||
g000 *= norm0.x;
|
||||
g010 *= norm0.y;
|
||||
g100 *= norm0.z;
|
||||
g110 *= norm0.w;
|
||||
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
|
||||
g001 *= norm1.x;
|
||||
g011 *= norm1.y;
|
||||
g101 *= norm1.z;
|
||||
g111 *= norm1.w;
|
||||
|
||||
float n000 = dot(g000, Pf0);
|
||||
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
|
||||
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
|
||||
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
|
||||
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
|
||||
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
|
||||
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
|
||||
float n111 = dot(g111, Pf1);
|
||||
|
||||
vec3 fade_xyz = fade(Pf0);
|
||||
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
|
||||
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
|
||||
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
|
||||
return 2.2 * n_xyz;
|
||||
}
|
||||
|
||||
#pragma glslify: export(pnoise)
|
||||
169
node_modules/glsl-noise/periodic/4d.glsl
generated
vendored
Normal file
169
node_modules/glsl-noise/periodic/4d.glsl
generated
vendored
Normal file
@@ -0,0 +1,169 @@
|
||||
//
|
||||
// GLSL textureless classic 4D noise "cnoise",
|
||||
// with an RSL-style periodic variant "pnoise".
|
||||
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
|
||||
// Version: 2011-08-22
|
||||
//
|
||||
// Many thanks to Ian McEwan of Ashima Arts for the
|
||||
// ideas for permutation and gradient selection.
|
||||
//
|
||||
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
|
||||
// Distributed under the MIT license. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
vec4 fade(vec4 t) {
|
||||
return t*t*t*(t*(t*6.0-15.0)+10.0);
|
||||
}
|
||||
|
||||
// Classic Perlin noise, periodic version
|
||||
float pnoise(vec4 P, vec4 rep)
|
||||
{
|
||||
vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep
|
||||
vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep
|
||||
Pi0 = mod289(Pi0);
|
||||
Pi1 = mod289(Pi1);
|
||||
vec4 Pf0 = fract(P); // Fractional part for interpolation
|
||||
vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
|
||||
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
|
||||
vec4 iy = vec4(Pi0.yy, Pi1.yy);
|
||||
vec4 iz0 = vec4(Pi0.zzzz);
|
||||
vec4 iz1 = vec4(Pi1.zzzz);
|
||||
vec4 iw0 = vec4(Pi0.wwww);
|
||||
vec4 iw1 = vec4(Pi1.wwww);
|
||||
|
||||
vec4 ixy = permute(permute(ix) + iy);
|
||||
vec4 ixy0 = permute(ixy + iz0);
|
||||
vec4 ixy1 = permute(ixy + iz1);
|
||||
vec4 ixy00 = permute(ixy0 + iw0);
|
||||
vec4 ixy01 = permute(ixy0 + iw1);
|
||||
vec4 ixy10 = permute(ixy1 + iw0);
|
||||
vec4 ixy11 = permute(ixy1 + iw1);
|
||||
|
||||
vec4 gx00 = ixy00 * (1.0 / 7.0);
|
||||
vec4 gy00 = floor(gx00) * (1.0 / 7.0);
|
||||
vec4 gz00 = floor(gy00) * (1.0 / 6.0);
|
||||
gx00 = fract(gx00) - 0.5;
|
||||
gy00 = fract(gy00) - 0.5;
|
||||
gz00 = fract(gz00) - 0.5;
|
||||
vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
|
||||
vec4 sw00 = step(gw00, vec4(0.0));
|
||||
gx00 -= sw00 * (step(0.0, gx00) - 0.5);
|
||||
gy00 -= sw00 * (step(0.0, gy00) - 0.5);
|
||||
|
||||
vec4 gx01 = ixy01 * (1.0 / 7.0);
|
||||
vec4 gy01 = floor(gx01) * (1.0 / 7.0);
|
||||
vec4 gz01 = floor(gy01) * (1.0 / 6.0);
|
||||
gx01 = fract(gx01) - 0.5;
|
||||
gy01 = fract(gy01) - 0.5;
|
||||
gz01 = fract(gz01) - 0.5;
|
||||
vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
|
||||
vec4 sw01 = step(gw01, vec4(0.0));
|
||||
gx01 -= sw01 * (step(0.0, gx01) - 0.5);
|
||||
gy01 -= sw01 * (step(0.0, gy01) - 0.5);
|
||||
|
||||
vec4 gx10 = ixy10 * (1.0 / 7.0);
|
||||
vec4 gy10 = floor(gx10) * (1.0 / 7.0);
|
||||
vec4 gz10 = floor(gy10) * (1.0 / 6.0);
|
||||
gx10 = fract(gx10) - 0.5;
|
||||
gy10 = fract(gy10) - 0.5;
|
||||
gz10 = fract(gz10) - 0.5;
|
||||
vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
|
||||
vec4 sw10 = step(gw10, vec4(0.0));
|
||||
gx10 -= sw10 * (step(0.0, gx10) - 0.5);
|
||||
gy10 -= sw10 * (step(0.0, gy10) - 0.5);
|
||||
|
||||
vec4 gx11 = ixy11 * (1.0 / 7.0);
|
||||
vec4 gy11 = floor(gx11) * (1.0 / 7.0);
|
||||
vec4 gz11 = floor(gy11) * (1.0 / 6.0);
|
||||
gx11 = fract(gx11) - 0.5;
|
||||
gy11 = fract(gy11) - 0.5;
|
||||
gz11 = fract(gz11) - 0.5;
|
||||
vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
|
||||
vec4 sw11 = step(gw11, vec4(0.0));
|
||||
gx11 -= sw11 * (step(0.0, gx11) - 0.5);
|
||||
gy11 -= sw11 * (step(0.0, gy11) - 0.5);
|
||||
|
||||
vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
|
||||
vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
|
||||
vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
|
||||
vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
|
||||
vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
|
||||
vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
|
||||
vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
|
||||
vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
|
||||
vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
|
||||
vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
|
||||
vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
|
||||
vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
|
||||
vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
|
||||
vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
|
||||
vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
|
||||
vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
|
||||
|
||||
vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
|
||||
g0000 *= norm00.x;
|
||||
g0100 *= norm00.y;
|
||||
g1000 *= norm00.z;
|
||||
g1100 *= norm00.w;
|
||||
|
||||
vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
|
||||
g0001 *= norm01.x;
|
||||
g0101 *= norm01.y;
|
||||
g1001 *= norm01.z;
|
||||
g1101 *= norm01.w;
|
||||
|
||||
vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
|
||||
g0010 *= norm10.x;
|
||||
g0110 *= norm10.y;
|
||||
g1010 *= norm10.z;
|
||||
g1110 *= norm10.w;
|
||||
|
||||
vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
|
||||
g0011 *= norm11.x;
|
||||
g0111 *= norm11.y;
|
||||
g1011 *= norm11.z;
|
||||
g1111 *= norm11.w;
|
||||
|
||||
float n0000 = dot(g0000, Pf0);
|
||||
float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
|
||||
float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
|
||||
float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
|
||||
float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
|
||||
float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
|
||||
float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
|
||||
float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
|
||||
float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
|
||||
float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
|
||||
float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
|
||||
float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
|
||||
float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
|
||||
float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
|
||||
float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
|
||||
float n1111 = dot(g1111, Pf1);
|
||||
|
||||
vec4 fade_xyzw = fade(Pf0);
|
||||
vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
|
||||
vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
|
||||
vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
|
||||
vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
|
||||
float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
|
||||
return 2.2 * n_xyzw;
|
||||
}
|
||||
|
||||
#pragma glslify: export(pnoise)
|
||||
72
node_modules/glsl-noise/simplex/2d.glsl
generated
vendored
Normal file
72
node_modules/glsl-noise/simplex/2d.glsl
generated
vendored
Normal file
@@ -0,0 +1,72 @@
|
||||
//
|
||||
// Description : Array and textureless GLSL 2D simplex noise function.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : ijm
|
||||
// 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
|
||||
//
|
||||
|
||||
vec3 mod289(vec3 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec2 mod289(vec2 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec3 permute(vec3 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
float snoise(vec2 v)
|
||||
{
|
||||
const 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
|
||||
// First corner
|
||||
vec2 i = floor(v + dot(v, C.yy) );
|
||||
vec2 x0 = v - i + dot(i, C.xx);
|
||||
|
||||
// Other corners
|
||||
vec2 i1;
|
||||
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
|
||||
//i1.y = 1.0 - i1.x;
|
||||
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||
// x0 = x0 - 0.0 + 0.0 * C.xx ;
|
||||
// x1 = x0 - i1 + 1.0 * C.xx ;
|
||||
// x2 = x0 - 1.0 + 2.0 * C.xx ;
|
||||
vec4 x12 = x0.xyxy + C.xxzz;
|
||||
x12.xy -= i1;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i); // Avoid truncation effects in permutation
|
||||
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)), 0.0);
|
||||
m = m*m ;
|
||||
m = m*m ;
|
||||
|
||||
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||
|
||||
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;
|
||||
|
||||
// Normalise gradients implicitly by scaling m
|
||||
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||
|
||||
// Compute final noise value at P
|
||||
vec3 g;
|
||||
g.x = a0.x * x0.x + h.x * x0.y;
|
||||
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||
return 130.0 * dot(m, g);
|
||||
}
|
||||
|
||||
#pragma glslify: export(snoise)
|
||||
104
node_modules/glsl-noise/simplex/3d.glsl
generated
vendored
Normal file
104
node_modules/glsl-noise/simplex/3d.glsl
generated
vendored
Normal file
@@ -0,0 +1,104 @@
|
||||
//
|
||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||
// noise functions.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : ijm
|
||||
// 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
|
||||
//
|
||||
|
||||
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) ) );
|
||||
}
|
||||
|
||||
#pragma glslify: export(snoise)
|
||||
130
node_modules/glsl-noise/simplex/4d.glsl
generated
vendored
Normal file
130
node_modules/glsl-noise/simplex/4d.glsl
generated
vendored
Normal file
@@ -0,0 +1,130 @@
|
||||
//
|
||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||
// noise functions.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : ijm
|
||||
// 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
|
||||
//
|
||||
|
||||
vec4 mod289(vec4 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
|
||||
float mod289(float x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
|
||||
vec4 permute(vec4 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
float permute(float x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r)
|
||||
{
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
float taylorInvSqrt(float r)
|
||||
{
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
vec4 grad4(float j, vec4 ip)
|
||||
{
|
||||
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
|
||||
vec4 p,s;
|
||||
|
||||
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
|
||||
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
|
||||
s = vec4(lessThan(p, vec4(0.0)));
|
||||
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// (sqrt(5) - 1)/4 = F4, used once below
|
||||
#define F4 0.309016994374947451
|
||||
|
||||
float snoise(vec4 v)
|
||||
{
|
||||
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
|
||||
0.276393202250021, // 2 * G4
|
||||
0.414589803375032, // 3 * G4
|
||||
-0.447213595499958); // -1 + 4 * G4
|
||||
|
||||
// First corner
|
||||
vec4 i = floor(v + dot(v, vec4(F4)) );
|
||||
vec4 x0 = v - i + dot(i, C.xxxx);
|
||||
|
||||
// Other corners
|
||||
|
||||
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
|
||||
vec4 i0;
|
||||
vec3 isX = step( x0.yzw, x0.xxx );
|
||||
vec3 isYZ = step( x0.zww, x0.yyz );
|
||||
// i0.x = dot( isX, vec3( 1.0 ) );
|
||||
i0.x = isX.x + isX.y + isX.z;
|
||||
i0.yzw = 1.0 - isX;
|
||||
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
|
||||
i0.y += isYZ.x + isYZ.y;
|
||||
i0.zw += 1.0 - isYZ.xy;
|
||||
i0.z += isYZ.z;
|
||||
i0.w += 1.0 - isYZ.z;
|
||||
|
||||
// i0 now contains the unique values 0,1,2,3 in each channel
|
||||
vec4 i3 = clamp( i0, 0.0, 1.0 );
|
||||
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
|
||||
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
|
||||
|
||||
// x0 = x0 - 0.0 + 0.0 * C.xxxx
|
||||
// x1 = x0 - i1 + 1.0 * C.xxxx
|
||||
// x2 = x0 - i2 + 2.0 * C.xxxx
|
||||
// x3 = x0 - i3 + 3.0 * C.xxxx
|
||||
// x4 = x0 - 1.0 + 4.0 * C.xxxx
|
||||
vec4 x1 = x0 - i1 + C.xxxx;
|
||||
vec4 x2 = x0 - i2 + C.yyyy;
|
||||
vec4 x3 = x0 - i3 + C.zzzz;
|
||||
vec4 x4 = x0 + C.wwww;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
|
||||
vec4 j1 = permute( permute( permute( permute (
|
||||
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
|
||||
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
|
||||
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
|
||||
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
|
||||
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
|
||||
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
|
||||
|
||||
vec4 p0 = grad4(j0, ip);
|
||||
vec4 p1 = grad4(j1.x, ip);
|
||||
vec4 p2 = grad4(j1.y, ip);
|
||||
vec4 p3 = grad4(j1.z, ip);
|
||||
vec4 p4 = grad4(j1.w, ip);
|
||||
|
||||
// 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;
|
||||
p4 *= taylorInvSqrt(dot(p4,p4));
|
||||
|
||||
// Mix contributions from the five corners
|
||||
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
|
||||
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
||||
m0 = m0 * m0;
|
||||
m1 = m1 * m1;
|
||||
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
||||
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
||||
|
||||
}
|
||||
|
||||
#pragma glslify: export(snoise)
|
||||
Reference in New Issue
Block a user