// // Description : Array and textureless GLSL 2D simplex noise function. // Author : Ian McEwan, Ashima Arts. // Maintainer : stegu // Lastmath.mod : 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 // https://github.com/stegu/webgl-noise // using static Unity.Mathematics.math; namespace Unity.Mathematics { public static partial class noise { public static float snoise(float2 v) { float4 C = float4(0.211324865405187f, // (3.0-math.sqrt(3.0))/6.0 0.366025403784439f, // 0.5*(math.sqrt(3.0)-1.0) -0.577350269189626f, // -1.0 + 2.0 * C.x 0.024390243902439f); // 1.0 / 41.0 // First corner float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); // Other corners float2 i1; //i1.x = math.step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; i1 = (x0.x > x0.y) ? float2(1.0f, 0.0f) : float2(0.0f, 1.0f); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; // Permutations i = mod289(i); // Avoid truncation effects in permutation float3 p = permute(permute(i.y + float3(0.0f, i1.y, 1.0f)) + i.x + float3(0.0f, i1.x, 1.0f)); float3 m = max(0.5f - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0f); 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) float3 x = 2.0f * frac(p * C.www) - 1.0f; float3 h = abs(x) - 0.5f; float3 ox = floor(x + 0.5f); float3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversemath.sqrt( a0*a0 + h*h ); m *= 1.79284291400159f - 0.85373472095314f * (a0 * a0 + h * h); // Compute final noise value at P float gx = a0.x * x0.x + h.x * x0.y; float2 gyz = a0.yz * x12.xz + h.yz * x12.yw; float3 g = float3(gx,gyz); return 130.0f * dot(m, g); } } }