A game about forced loneliness, made by TACStudios
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1// Cellular noise ("Worley noise") in 2D in GLSL. 2// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. 3// This code is released under the conditions of the MIT license. 4// See LICENSE file for details. 5// https://github.com/stegu/webgl-noise 6 7using static Unity.Mathematics.math; 8 9namespace Unity.Mathematics 10{ 11 public static partial class noise 12 { 13 /// <summary> 14 /// 2D Cellular noise ("Worley noise") with a 2x2 search window. 15 /// </summary> 16 /// <remarks> 17 /// Faster than using 3x3, at the expense of some strong pattern artifacts. F2 is often wrong and has sharp discontinuities. If you need a smooth F2, use the slower 3x3 version. F1 is sometimes wrong, too, but OK for most purposes. 18 /// </remarks> 19 /// <param name="P">A point in 2D space.</param> 20 /// <returns>Feature points. F1 is in the x component, F2 in the y component.</returns> 21 public static float2 cellular2x2(float2 P) 22 { 23 const float K = 0.142857142857f; // 1/7 24 const float K2 = 0.0714285714285f; // K/2 25 const float jitter = 0.8f; // jitter 1.0 makes F1 wrong more often 26 27 float2 Pi = mod289(floor(P)); 28 float2 Pf = frac(P); 29 float4 Pfx = Pf.x + float4(-0.5f, -1.5f, -0.5f, -1.5f); 30 float4 Pfy = Pf.y + float4(-0.5f, -0.5f, -1.5f, -1.5f); 31 float4 p = permute(Pi.x + float4(0.0f, 1.0f, 0.0f, 1.0f)); 32 p = permute(p + Pi.y + float4(0.0f, 0.0f, 1.0f, 1.0f)); 33 float4 ox = mod7(p) * K + K2; 34 float4 oy = mod7(floor(p * K)) * K + K2; 35 float4 dx = Pfx + jitter * ox; 36 float4 dy = Pfy + jitter * oy; 37 float4 d = dx * dx + dy * dy; // d11, d12, d21 and d22, squared 38 // Sort out the two smallest distances 39 // Do it right and find both F1 and F2 40 d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap if smaller 41 d.xz = (d.x < d.z) ? d.xz : d.zx; 42 d.xw = (d.x < d.w) ? d.xw : d.wx; 43 d.y = min(d.y, d.z); 44 d.y = min(d.y, d.w); 45 return sqrt(d.xy); 46 } 47 } 48}