// Cellular noise ("Worley noise") in 2D in GLSL. // Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved. // This code is released under the conditions of the MIT license. // See LICENSE file for details. // https://github.com/stegu/webgl-noise using static Unity.Mathematics.math; namespace Unity.Mathematics { public static partial class noise { // Cellular noise, returning F1 and F2 in a float2. // Speeded up by umath.sing 2x2 search window instead of 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. public static float2 cellular2x2(float2 P) { const float K = 0.142857142857f; // 1/7 const float K2 = 0.0714285714285f; // K/2 const float jitter = 0.8f; // jitter 1.0 makes F1 wrong more often float2 Pi = mod289(floor(P)); float2 Pf = frac(P); float4 Pfx = Pf.x + float4(-0.5f, -1.5f, -0.5f, -1.5f); float4 Pfy = Pf.y + float4(-0.5f, -0.5f, -1.5f, -1.5f); float4 p = permute(Pi.x + float4(0.0f, 1.0f, 0.0f, 1.0f)); p = permute(p + Pi.y + float4(0.0f, 0.0f, 1.0f, 1.0f)); float4 ox = mod7(p) * K + K2; float4 oy = mod7(floor(p * K)) * K + K2; float4 dx = Pfx + jitter * ox; float4 dy = Pfy + jitter * oy; float4 d = dx * dx + dy * dy; // d11, d12, d21 and d22, squared // Sort out the two smallest distances // Do it right and find both F1 and F2 d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap if smaller d.xz = (d.x < d.z) ? d.xz : d.zx; d.xw = (d.x < d.w) ? d.xw : d.wx; d.y = min(d.y, d.z); d.y = min(d.y, d.w); return sqrt(d.xy); } } }