173 lines
No EOL
4.4 KiB
Text
173 lines
No EOL
4.4 KiB
Text
include "pipelines/common.glsl"
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compute_shader [[
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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layout (rgba32f, binding = 0) uniform writeonly image3D u_output;
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#define UI0 1597334673U
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#define UI1 3812015801U
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#define UI2 uvec2(UI0, UI1)
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#define UI3 uvec3(UI0, UI1, 2798796415U)
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#define UIF (1.0 / float(0xffffffffU))
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vec3 hash33(vec3 p)
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{
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uvec3 q = uvec3(ivec3(p)) * UI3;
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q = (q.x ^ q.y ^ q.z)*UI3;
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return -1. + 2. * vec3(q) * UIF;
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}
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float remap( float value, float inMin, float inMax, float outMin, float outMax )
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{
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float mappedValue = value;
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if ( ( inMax - inMin ) == 0.0f )
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{
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mappedValue = ( outMax + outMin ) * 0.5f;
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}
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else
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{
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mappedValue = outMin + ( ( ( mappedValue - inMin ) / ( inMax - inMin ) ) * ( outMax - outMin ) );
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}
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return mappedValue;
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}
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float perlin(vec3 p)
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{
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vec3 pi = floor(p);
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vec3 pf = p - pi;
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vec3 w = pf * pf * (3.0 - 2.0 * pf);
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return mix(
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mix(
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mix(dot(pf - vec3(0, 0, 0), hash33(pi + vec3(0, 0, 0))),
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dot(pf - vec3(1, 0, 0), hash33(pi + vec3(1, 0, 0))),
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w.x),
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mix(dot(pf - vec3(0, 0, 1), hash33(pi + vec3(0, 0, 1))),
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dot(pf - vec3(1, 0, 1), hash33(pi + vec3(1, 0, 1))),
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w.x),
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w.z),
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mix(
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mix(dot(pf - vec3(0, 1, 0), hash33(pi + vec3(0, 1, 0))),
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dot(pf - vec3(1, 1, 0), hash33(pi + vec3(1, 1, 0))),
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w.x),
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mix(dot(pf - vec3(0, 1, 1), hash33(pi + vec3(0, 1, 1))),
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dot(pf - vec3(1, 1, 1), hash33(pi + vec3(1, 1, 1))),
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w.x),
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w.z),
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w.y);
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}
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float worley(vec3 uv)
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{
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vec3 id = floor(uv);
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vec3 p = fract(uv);
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float minDist = 10000.;
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for (float x = -1.; x <= 1.; ++x)
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{
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for(float y = -1.; y <= 1.; ++y)
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{
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for(float z = -1.; z <= 1.; ++z)
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{
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vec3 offset = vec3(x, y, z);
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vec3 h = hash33(id + offset) * .5 + .5;
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h += offset;
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vec3 d = p - h;
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minDist = min(minDist, dot(d, d));
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}
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}
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}
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// inverted worley noise
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return 1. - minDist;
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}
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float gradientNoise(vec3 x, float freq)
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{
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// grid
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vec3 p = floor(x);
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vec3 w = fract(x);
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// quintic interpolant
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vec3 u = w * w * w * (w * (w * 6. - 15.) + 10.);
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// gradients
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vec3 ga = hash33(mod(p + vec3(0., 0., 0.), freq));
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vec3 gb = hash33(mod(p + vec3(1., 0., 0.), freq));
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vec3 gc = hash33(mod(p + vec3(0., 1., 0.), freq));
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vec3 gd = hash33(mod(p + vec3(1., 1., 0.), freq));
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vec3 ge = hash33(mod(p + vec3(0., 0., 1.), freq));
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vec3 gf = hash33(mod(p + vec3(1., 0., 1.), freq));
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vec3 gg = hash33(mod(p + vec3(0., 1., 1.), freq));
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vec3 gh = hash33(mod(p + vec3(1., 1., 1.), freq));
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// projections
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float va = dot(ga, w - vec3(0., 0., 0.));
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float vb = dot(gb, w - vec3(1., 0., 0.));
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float vc = dot(gc, w - vec3(0., 1., 0.));
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float vd = dot(gd, w - vec3(1., 1., 0.));
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float ve = dot(ge, w - vec3(0., 0., 1.));
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float vf = dot(gf, w - vec3(1., 0., 1.));
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float vg = dot(gg, w - vec3(0., 1., 1.));
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float vh = dot(gh, w - vec3(1., 1., 1.));
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// interpolation
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return va +
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u.x * (vb - va) +
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u.y * (vc - va) +
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u.z * (ve - va) +
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u.x * u.y * (va - vb - vc + vd) +
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u.y * u.z * (va - vc - ve + vg) +
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u.z * u.x * (va - vb - ve + vf) +
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u.x * u.y * u.z * (-va + vb + vc - vd + ve - vf - vg + vh);
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}
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float perlinFbm(vec3 p, float freq, int octaves)
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{
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float G = exp2(-.85);
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float amp = 1.;
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float noise = 0.;
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for (int i = 0; i < octaves; ++i)
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{
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noise += amp * gradientNoise(p * freq, freq);
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freq *= 2.;
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amp *= G;
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}
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return noise;
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}
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void main() {
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vec3 p = vec3(gl_GlobalInvocationID) / 128.0;
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float pfbm = 0.5 + 0.5 * perlinFbm(p, 4, 7);
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//pfbm = abs(pfbm * 2 - 1);
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float pw;
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{
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float w0 = worley(p * 2);
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float w1 = worley(p * 8);
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float w2 = worley(p * 14);
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float wfbm = w0 * 0.625 + w1 * 0.25 + w2 * 0.125;
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pw = remap(pfbm, 0, 1.0, wfbm, 1.0); // perlin-worley
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}
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float w0 = worley(p * 2);
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float w1 = worley(p * 4);
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float w2 = worley(p * 8);
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float w3 = worley(p * 16);
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float w4 = worley(p * 32);
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float w0fbm = w0 * 0.625 + w1 * 0.25 + w2 * 0.125;
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float w1fbm = w1 * 0.625 + w2 * 0.25 + w3 * 0.125;
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float w2fbm = w2 * 0.625 + w3 * 0.25 + w4 * 0.125;
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imageStore(u_output, ivec3(gl_GlobalInvocationID.xyz), vec4(pw, w0fbm, w1fbm, w2fbm));
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}
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]] |