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| 1 | +// Based on https://thebookofshaders.com/13/ and https://github.com/patriciogonzalezvivo/lygia |
| 2 | +// MIT licensed, adapted for p5.strands |
| 3 | + |
| 4 | +vec3 random3(vec3 p) { |
| 5 | + return fract(sin(vec3( |
| 6 | + dot(p, vec3(127.1, 311.7, 74.7)), |
| 7 | + dot(p, vec3(269.5, 183.3, 246.1)), |
| 8 | + dot(p, vec3(113.5, 271.9, 124.6)) |
| 9 | + )) * 43758.5453123); |
| 10 | +} |
| 11 | + |
| 12 | +float baseNoise(vec3 p) { |
| 13 | + vec3 i = floor(p); |
| 14 | + vec3 f = fract(p); |
| 15 | + |
| 16 | + // Compute corner vectors |
| 17 | + vec3 a = random3(i); |
| 18 | + vec3 b = random3(i + vec3(1, 0, 0)); |
| 19 | + vec3 c = random3(i + vec3(0, 1, 0)); |
| 20 | + vec3 d = random3(i + vec3(1, 1, 0)); |
| 21 | + vec3 e = random3(i + vec3(0, 0, 1)); |
| 22 | + vec3 f1 = random3(i + vec3(1, 0, 1)); |
| 23 | + vec3 g = random3(i + vec3(0, 1, 1)); |
| 24 | + vec3 h = random3(i + vec3(1, 1, 1)); |
| 25 | + |
| 26 | + vec3 u = f * f * (3.0 - 2.0 * f); |
| 27 | + |
| 28 | + return mix( |
| 29 | + mix( |
| 30 | + mix(dot(a, f - vec3(0, 0, 0)), dot(b, f - vec3(1, 0, 0)), u.x), |
| 31 | + mix(dot(c, f - vec3(0, 1, 0)), dot(d, f - vec3(1, 1, 0)), u.x), u.y |
| 32 | + ), |
| 33 | + mix( |
| 34 | + mix(dot(e, f - vec3(0, 0, 1)), dot(f1, f - vec3(1, 0, 1)), u.x), |
| 35 | + mix(dot(g, f - vec3(0, 1, 1)), dot(h, f - vec3(1, 1, 1)), u.x), u.y |
| 36 | + ), |
| 37 | + u.z |
| 38 | + ); |
| 39 | +} |
| 40 | + |
| 41 | +float noise(vec3 p) { |
| 42 | + float result = 0.0; |
| 43 | + float amplitude = 1.0; |
| 44 | + float frequency = 1.0; |
| 45 | + |
| 46 | + for (int i = 0; i < 4; i++) { |
| 47 | + result += amplitude * baseNoise(p * frequency); |
| 48 | + frequency *= 2.0; |
| 49 | + amplitude *= 0.5; |
| 50 | + } |
| 51 | + return result; |
| 52 | +} |
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