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1 files changed, 342 insertions, 336 deletions
diff --git a/math.cginc b/math.cginc
index cbf162c..b0fa129 100644
--- a/math.cginc
+++ b/math.cginc
@@ -1,312 +1,312 @@
-#ifndef __MATH_INC
-#define __MATH_INC
-
-#include "pema99.cginc"
-
-#define PI 3.14159265358979323846264f
-#define TAU (2.0f * PI)
-#define HALF_PI (PI * 0.5f)
-#define RCP_PI (1.0f / PI)
-#define RCP_TAU (1.0f / TAU)
-#define PHI 1.618033989f
-#define RCP_PHI 0.618033989f
-#define SQRT_2 1.414213562f
-#define SQRT_2_RCP 0.707106781f
-#define RCP_SQRT_2 0.707106781f
-#define RCP_SQRT_3 0.577350269f
-#define TWO_OVER_THREE 0.6666666666666666f
-#define SQRT_3_OVER_2 0.8660254037844386f
-#define EULERS_CONSTANT 2.718281828f
-
-
-float pow5(float x)
-{
- float tmp = x * x;
- return (tmp * tmp) * x;
-}
-
-// Wrap NoL. Assume it's already clamped.
-// At k=0, you get standard lambertian shading.
-// At k=0.5, you get half-lambertian shading.
-// At k=1.0, you get flat shading.
-// k must be on [0, 1].
-// Energy preserving, within some small bound.
-float wrapNoL(float NoL, float k) {
- float lambertian = NoL;
- float half_lambertian = pow(max(1e-4, (NoL + 0.5f) / (1.0f + 0.5f)), 2);
- float flat = RCP_PI;
-
- if (k < 0.5) {
- return lerp(lambertian, half_lambertian, k * 2.0f);
- } else {
- return lerp(half_lambertian, flat, k * 2.0f - 1.0f);
- }
-}
-
-float halfLambertianNoL(float NoL) {
- // https://www.iro.umontreal.ca/~derek/files/jgt_wrap_final.pdf
- float tmp = (NoL + 1) * 0.5;
- return tmp * tmp;
-}
-
-float rand1(float p)
-{
- return frac(sin(p) * 43758.5453123);
-}
-
-float rand2(float2 p)
-{
- return frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453123);
-}
-
-inline float rand3_dot(float3 p)
-{
- return dot(p, float3(151.0, 157.0, 163.0));
-}
-
-float3 rand3_hash(float3 p)
-{
- // Improved Murmurhash3 by Squirrel Eiserloh (GDC 2017)
- p = float3(dot(p, float3(127.1, 311.7, 74.7)),
- dot(p, float3(269.5, 183.3, 246.1)),
- dot(p, float3(113.5, 271.9, 124.6)));
- return -1.0 + 2.0 * frac(sin(p) * 43758.5453123);
-}
-
-float rand3(float3 p)
-{
- return frac(rand3_hash(p).x);
-}
-
-float2 domainWarp1(float x, uint octaves, float strength, float scale, float speed)
-{
- [loop]
- for (uint i = 0; i < octaves; i++) {
- x += strength * frac(sin(float2(
- dot(x * scale, float2(12.9898, 78.233)),
- dot(x * scale + 1, float2(12.9898, 78.233))) * 43758.5453123));
- }
- return x;
-}
-
-float2 domainWarp2(float2 uv, uint octaves, float strength, float scale, float speed)
-{
- uv *= 0.001;
- [loop]
- for (uint i = 0; i < octaves; i++) {
- uv += strength * frac(sin(float2(
- dot(uv * scale, float2(12.9898, 78.233)),
- dot(uv * scale, float2(36.7539, 50.3658)))) * 43758.5453123);
- }
- uv *= 1000;
- return uv;
-}
-
-float determinant(float3x3 m)
-{
- return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
- - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]))
- + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
-}
-
-float3x3 inverse(float3x3 m)
-{
- float det = determinant(m);
-
- float3x3 adj;
- adj[0][0] = (m[1][1] * m[2][2] - m[1][2] * m[2][1]);
- adj[0][1] = -(m[0][1] * m[2][2] - m[0][2] * m[2][1]);
- adj[0][2] = (m[0][1] * m[1][2] - m[0][2] * m[1][1]);
-
- adj[1][0] = -(m[1][0] * m[2][2] - m[1][2] * m[2][0]);
- adj[1][1] = (m[0][0] * m[2][2] - m[0][2] * m[2][0]);
- adj[1][2] = -(m[0][0] * m[1][2] - m[0][2] * m[1][0]);
-
- adj[2][0] = (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
- adj[2][1] = -(m[0][0] * m[2][1] - m[0][1] * m[2][0]);
- adj[2][2] = (m[0][0] * m[1][1] - m[0][1] * m[1][0]);
-
- return adj * (1.0 / det);
-}
-
-float3 domainWarp3(float3 pos, uint octaves, float strength, float scale, float offset)
-{
- [loop]
- for (uint i = 0; i < octaves; i++) {
- pos += strength * frac(sin(float3(
- rand3_dot(pos * scale + offset),
- rand3_dot(pos * scale + offset + 1),
- rand3_dot(pos * scale + offset + 2)) * 43758.5453123));
- }
- return pos;
-}
-
-void domainWarp3Normals(inout float3 normal, inout float3 tangent, float3 basePos, uint octaves, float strength, float scale, float offset)
-{
- // Use the actual vertex position for correct derivative evaluation.
- float3 p = basePos;
-
- // Start with the identity matrix for the total Jacobian.
- float3x3 J = float3x3(
- 1.0, 0.0, 0.0,
- 0.0, 1.0, 0.0,
- 0.0, 0.0, 1.0
- );
-
- const float k = 43758.5453123;
- // Updated constant vector to match that of rand3_dot (used in domainWarp3)
- const float3 c = float3(151.0, 157.0, 163.0);
-
- for (uint i = 0; i < octaves; i++)
- {
- // Compute the vector v using the same offsetting as in domainWarp3.
- float3 v = float3(
- dot(p * scale + float3(offset, offset, offset), c),
- dot(p * scale + float3(offset + 1.0, offset + 1.0, offset + 1.0), c),
- dot(p * scale + float3(offset + 2.0, offset + 2.0, offset + 2.0), c)
- );
-
- // Compute the warp offset with frac.
- float3 f_val = frac(sin(v) * k);
- float3 warpOffset = strength * f_val;
-
- // Compute the derivative (Jacobian) of the offset.
- float3 cos_v = cos(v);
- float3x3 D = float3x3(
- strength * k * scale * cos_v.x * c.x, strength * k * scale * cos_v.x * c.y, strength * k * scale * cos_v.x * c.z,
- strength * k * scale * cos_v.y * c.x, strength * k * scale * cos_v.y * c.y, strength * k * scale * cos_v.y * c.z,
- strength * k * scale * cos_v.z * c.x, strength * k * scale * cos_v.z * c.y, strength * k * scale * cos_v.z * c.z
- );
-
- // The per–octave Jacobian is I + D.
- float3x3 iterJacobian = float3x3(
- 1.0 + D[0][0], D[0][1], D[0][2],
- D[1][0], 1.0 + D[1][1], D[1][2],
- D[2][0], D[2][1], 1.0 + D[2][2]
- );
-
- // Chain this iteration's Jacobian.
- J = mul(iterJacobian, J);
-
- // Update p for the next iteration.
- p += warpOffset;
- }
-
- // Transform the normal via the inverse-transpose of the total Jacobian.
- float3x3 invTransJ = transpose(inverse(J));
- normal = normalize(mul(invTransJ, normal));
-
- // Transform the tangent via the forward total Jacobian.
- tangent = normalize(mul(J, tangent));
-}
-
-// Alpha blend `dst` onto `src`.
-// Imagine two transparent planes. We're rendering a situation where you're
-// looking through `front` at `behind`.
-float4 alphaBlend(float4 behind, float4 front) {
- return float4(front.rgb * front.a + behind.rgb * (1 - front.a), front.a + behind.a * (1 - front.a));
-}
-
-// Reoriented normal mapping
-// https://blog.selfshadow.com/publications/blending-in-detail/
-// Inputs are in tangent space.
-float3 blendNormalsHill12(float3 n0, float3 n1) {
- n0.z += 1.0;
- n1.xy = -n1.xy;
-
- return normalize(n0 * dot(n0, n1) - n1 * n0.z);
-}
-
-float luminance(float3 color) {
- return dot(color, float3(0.2126, 0.7152, 0.0722));
-}
-
-float median(float3 x) {
- // Get the min and max.
- float x_min= min(min(x.r, x.g), x.b);
- float x_max = max(max(x.r, x.g), x.b);
-
- // Compute (x.r + x.g + x.b) - (x_min + x_max). This gives us the median.
- return (x.r + x.g + x.b) - (x_min + x_max);
-}
-
-// Quaternions
-float4 qmul(float4 q1, float4 q2)
-{
- return float4(
- q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz),
- q1.w * q2.w - dot(q1.xyz, q2.xyz));
-}
-
-// Vector rotation with a quaternion
-// https://blog.molecular-matters.com/2013/05/24/a-faster-quaternion-vector-multiplication/
-float3 rotate_vector(float3 v, float4 q)
-{
- float3 t = 2.0 * cross(q.xyz, v);
- return v + q.w * t + cross(q.xyz, t);
-}
-
-float4 get_quaternion(float3 axis_normal, float theta) {
- return float4(axis_normal * sin(theta / 2), cos(theta / 2));
-}
-
-void calcNormalInScreenSpace(inout float3 normal, float3 objPos) {
- normal = normalize(cross(ddy(objPos), ddx(objPos)));
-}
-
-// Formulae from here: https://www.rapidtables.com/convert/color/rgb-to-cmyk.html
-float4 rgbToCmyk(float3 rgb) {
- float4 cmyk;
- cmyk[3] = 1 - max(rgb.r, max(rgb.g, rgb.b));
- cmyk[0] = (1 - rgb.r - cmyk[3]) / (1 - cmyk[3]);
- cmyk[1] = (1 - rgb.g - cmyk[3]) / (1 - cmyk[3]);
- cmyk[2] = (1 - rgb.b - cmyk[3]) / (1 - cmyk[3]);
- return cmyk;
-}
-
-float rgbToCmyk_C(float3 rgb) {
- float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
- float c = (1 - rgb.r - k) / (1 - k);
- return c;
-}
-float rgbToCmyk_M(float3 rgb) {
- float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
- float m = (1 - rgb.g - k) / (1 - k);
- return m;
-}
-float rgbToCmyk_Y(float3 rgb) {
- float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
- float y = (1 - rgb.b - k) / (1 - k);
- return y;
-}
-float rgbToCmyk_K(float3 rgb) {
- float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
- return k;
-}
-
-float3 cmykToRgb(float4 cmyk) {
- return float3(
- (1 - cmyk[0]) * (1 - cmyk[3]),
- (1 - cmyk[1]) * (1 - cmyk[3]),
- (1 - cmyk[2]) * (1 - cmyk[3]));
-}
-
-// Cartesian to cube hexagonal coordinates.
-// Based on this: https://backdrifting.net/post/064_hex_grids
-float3 cart_to_hex(float2 cart) {
- float p = cart.x;
- float q = dot(cart, float2(0.5f, SQRT_3_OVER_2));
- float r = dot(cart, float2(0.5f, -SQRT_3_OVER_2));
-
- return float3(p, q, r) * TWO_OVER_THREE;
-}
-
-float2 hex_to_cart(float3 cart) {
- return float2(
- cart[0] + (cart[1] + cart[2]) * 0.5f,
- (cart[1] - cart[2]) * SQRT_3_OVER_2);
-}
-
+#ifndef __MATH_INC
+#define __MATH_INC
+
+#include "pema99.cginc"
+
+#define PI 3.14159265358979323846264f
+#define TAU (2.0f * PI)
+#define HALF_PI (PI * 0.5f)
+#define RCP_PI (1.0f / PI)
+#define RCP_TAU (1.0f / TAU)
+#define PHI 1.618033989f
+#define RCP_PHI 0.618033989f
+#define SQRT_2 1.414213562f
+#define SQRT_2_RCP 0.707106781f
+#define RCP_SQRT_2 0.707106781f
+#define RCP_SQRT_3 0.577350269f
+#define TWO_OVER_THREE 0.6666666666666666f
+#define SQRT_3_OVER_2 0.8660254037844386f
+#define EULERS_CONSTANT 2.718281828f
+
+
+float pow5(float x)
+{
+ float tmp = x * x;
+ return (tmp * tmp) * x;
+}
+
+// Wrap NoL. Assume it's already clamped.
+// At k=0, you get standard lambertian shading.
+// At k=0.5, you get half-lambertian shading.
+// At k=1.0, you get flat shading.
+// k must be on [0, 1].
+// Energy preserving, within some small bound.
+float wrapNoL(float NoL, float k) {
+ float lambertian = NoL;
+ float half_lambertian = pow(max(1e-4, (NoL + 0.5f) / (1.0f + 0.5f)), 2);
+ float flat = RCP_PI;
+
+ if (k < 0.5) {
+ return lerp(lambertian, half_lambertian, k * 2.0f);
+ } else {
+ return lerp(half_lambertian, flat, k * 2.0f - 1.0f);
+ }
+}
+
+float halfLambertianNoL(float NoL) {
+ // https://www.iro.umontreal.ca/~derek/files/jgt_wrap_final.pdf
+ float tmp = (NoL + 1) * 0.5;
+ return tmp * tmp;
+}
+
+float rand1(float p)
+{
+ return frac(sin(p) * 43758.5453123);
+}
+
+float rand2(float2 p)
+{
+ return frac(sin(dot(p, float2(12.9898, 78.233))) * 43758.5453123);
+}
+
+inline float rand3_dot(float3 p)
+{
+ return dot(p, float3(151.0, 157.0, 163.0));
+}
+
+float3 rand3_hash(float3 p)
+{
+ // Improved Murmurhash3 by Squirrel Eiserloh (GDC 2017)
+ p = float3(dot(p, float3(127.1, 311.7, 74.7)),
+ dot(p, float3(269.5, 183.3, 246.1)),
+ dot(p, float3(113.5, 271.9, 124.6)));
+ return -1.0 + 2.0 * frac(sin(p) * 43758.5453123);
+}
+
+float rand3(float3 p)
+{
+ return frac(rand3_hash(p).x);
+}
+
+float2 domainWarp1(float x, uint octaves, float strength, float scale, float speed)
+{
+ [loop]
+ for (uint i = 0; i < octaves; i++) {
+ x += strength * frac(sin(float2(
+ dot(x * scale, float2(12.9898, 78.233)),
+ dot(x * scale + 1, float2(12.9898, 78.233))) * 43758.5453123));
+ }
+ return x;
+}
+
+float2 domainWarp2(float2 uv, uint octaves, float strength, float scale, float speed)
+{
+ uv *= 0.001;
+ [loop]
+ for (uint i = 0; i < octaves; i++) {
+ uv += strength * frac(sin(float2(
+ dot(uv * scale, float2(12.9898, 78.233)),
+ dot(uv * scale, float2(36.7539, 50.3658)))) * 43758.5453123);
+ }
+ uv *= 1000;
+ return uv;
+}
+
+float determinant(float3x3 m)
+{
+ return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
+ - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0]))
+ + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
+}
+
+float3x3 inverse(float3x3 m)
+{
+ float det = determinant(m);
+
+ float3x3 adj;
+ adj[0][0] = (m[1][1] * m[2][2] - m[1][2] * m[2][1]);
+ adj[0][1] = -(m[0][1] * m[2][2] - m[0][2] * m[2][1]);
+ adj[0][2] = (m[0][1] * m[1][2] - m[0][2] * m[1][1]);
+
+ adj[1][0] = -(m[1][0] * m[2][2] - m[1][2] * m[2][0]);
+ adj[1][1] = (m[0][0] * m[2][2] - m[0][2] * m[2][0]);
+ adj[1][2] = -(m[0][0] * m[1][2] - m[0][2] * m[1][0]);
+
+ adj[2][0] = (m[1][0] * m[2][1] - m[1][1] * m[2][0]);
+ adj[2][1] = -(m[0][0] * m[2][1] - m[0][1] * m[2][0]);
+ adj[2][2] = (m[0][0] * m[1][1] - m[0][1] * m[1][0]);
+
+ return adj * (1.0 / det);
+}
+
+float3 domainWarp3(float3 pos, uint octaves, float strength, float scale, float offset)
+{
+ [loop]
+ for (uint i = 0; i < octaves; i++) {
+ pos += strength * frac(sin(float3(
+ rand3_dot(pos * scale + offset),
+ rand3_dot(pos * scale + offset + 1),
+ rand3_dot(pos * scale + offset + 2)) * 43758.5453123));
+ }
+ return pos;
+}
+
+void domainWarp3Normals(inout float3 normal, inout float3 tangent, float3 basePos, uint octaves, float strength, float scale, float offset)
+{
+ // Use the actual vertex position for correct derivative evaluation.
+ float3 p = basePos;
+
+ // Start with the identity matrix for the total Jacobian.
+ float3x3 J = float3x3(
+ 1.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 0.0, 1.0
+ );
+
+ const float k = 43758.5453123;
+ // Updated constant vector to match that of rand3_dot (used in domainWarp3)
+ const float3 c = float3(151.0, 157.0, 163.0);
+
+ for (uint i = 0; i < octaves; i++)
+ {
+ // Compute the vector v using the same offsetting as in domainWarp3.
+ float3 v = float3(
+ dot(p * scale + float3(offset, offset, offset), c),
+ dot(p * scale + float3(offset + 1.0, offset + 1.0, offset + 1.0), c),
+ dot(p * scale + float3(offset + 2.0, offset + 2.0, offset + 2.0), c)
+ );
+
+ // Compute the warp offset with frac.
+ float3 f_val = frac(sin(v) * k);
+ float3 warpOffset = strength * f_val;
+
+ // Compute the derivative (Jacobian) of the offset.
+ float3 cos_v = cos(v);
+ float3x3 D = float3x3(
+ strength * k * scale * cos_v.x * c.x, strength * k * scale * cos_v.x * c.y, strength * k * scale * cos_v.x * c.z,
+ strength * k * scale * cos_v.y * c.x, strength * k * scale * cos_v.y * c.y, strength * k * scale * cos_v.y * c.z,
+ strength * k * scale * cos_v.z * c.x, strength * k * scale * cos_v.z * c.y, strength * k * scale * cos_v.z * c.z
+ );
+
+ // The per–octave Jacobian is I + D.
+ float3x3 iterJacobian = float3x3(
+ 1.0 + D[0][0], D[0][1], D[0][2],
+ D[1][0], 1.0 + D[1][1], D[1][2],
+ D[2][0], D[2][1], 1.0 + D[2][2]
+ );
+
+ // Chain this iteration's Jacobian.
+ J = mul(iterJacobian, J);
+
+ // Update p for the next iteration.
+ p += warpOffset;
+ }
+
+ // Transform the normal via the inverse-transpose of the total Jacobian.
+ float3x3 invTransJ = transpose(inverse(J));
+ normal = normalize(mul(invTransJ, normal));
+
+ // Transform the tangent via the forward total Jacobian.
+ tangent = normalize(mul(J, tangent));
+}
+
+// Alpha blend `dst` onto `src`.
+// Imagine two transparent planes. We're rendering a situation where you're
+// looking through `front` at `behind`.
+float4 alphaBlend(float4 behind, float4 front) {
+ return float4(front.rgb * front.a + behind.rgb * (1 - front.a), front.a + behind.a * (1 - front.a));
+}
+
+// Reoriented normal mapping
+// https://blog.selfshadow.com/publications/blending-in-detail/
+// Inputs are in tangent space.
+float3 blendNormalsHill12(float3 n0, float3 n1) {
+ n0.z += 1.0;
+ n1.xy = -n1.xy;
+
+ return normalize(n0 * dot(n0, n1) - n1 * n0.z);
+}
+
+float luminance(float3 color) {
+ return dot(color, float3(0.2126, 0.7152, 0.0722));
+}
+
+float median(float3 x) {
+ // Get the min and max.
+ float x_min= min(min(x.r, x.g), x.b);
+ float x_max = max(max(x.r, x.g), x.b);
+
+ // Compute (x.r + x.g + x.b) - (x_min + x_max). This gives us the median.
+ return (x.r + x.g + x.b) - (x_min + x_max);
+}
+
+// Quaternions
+float4 qmul(float4 q1, float4 q2)
+{
+ return float4(
+ q2.xyz * q1.w + q1.xyz * q2.w + cross(q1.xyz, q2.xyz),
+ q1.w * q2.w - dot(q1.xyz, q2.xyz));
+}
+
+// Vector rotation with a quaternion
+// https://blog.molecular-matters.com/2013/05/24/a-faster-quaternion-vector-multiplication/
+float3 rotate_vector(float3 v, float4 q)
+{
+ float3 t = 2.0 * cross(q.xyz, v);
+ return v + q.w * t + cross(q.xyz, t);
+}
+
+float4 get_quaternion(float3 axis_normal, float theta) {
+ return float4(axis_normal * sin(theta / 2), cos(theta / 2));
+}
+
+void calcNormalInScreenSpace(inout float3 normal, float3 objPos) {
+ normal = normalize(cross(ddy(objPos), ddx(objPos)));
+}
+
+// Formulae from here: https://www.rapidtables.com/convert/color/rgb-to-cmyk.html
+float4 rgbToCmyk(float3 rgb) {
+ float4 cmyk;
+ cmyk[3] = 1 - max(rgb.r, max(rgb.g, rgb.b));
+ cmyk[0] = (1 - rgb.r - cmyk[3]) / (1 - cmyk[3]);
+ cmyk[1] = (1 - rgb.g - cmyk[3]) / (1 - cmyk[3]);
+ cmyk[2] = (1 - rgb.b - cmyk[3]) / (1 - cmyk[3]);
+ return cmyk;
+}
+
+float rgbToCmyk_C(float3 rgb) {
+ float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
+ float c = (1 - rgb.r - k) / (1 - k);
+ return c;
+}
+float rgbToCmyk_M(float3 rgb) {
+ float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
+ float m = (1 - rgb.g - k) / (1 - k);
+ return m;
+}
+float rgbToCmyk_Y(float3 rgb) {
+ float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
+ float y = (1 - rgb.b - k) / (1 - k);
+ return y;
+}
+float rgbToCmyk_K(float3 rgb) {
+ float k = 1 - max(rgb.r, max(rgb.g, rgb.b));
+ return k;
+}
+
+float3 cmykToRgb(float4 cmyk) {
+ return float3(
+ (1 - cmyk[0]) * (1 - cmyk[3]),
+ (1 - cmyk[1]) * (1 - cmyk[3]),
+ (1 - cmyk[2]) * (1 - cmyk[3]));
+}
+
+// Cartesian to cube hexagonal coordinates.
+// Based on this: https://backdrifting.net/post/064_hex_grids
+float3 cart_to_hex(float2 cart) {
+ float p = cart.x;
+ float q = dot(cart, float2(0.5f, SQRT_3_OVER_2));
+ float r = dot(cart, float2(0.5f, -SQRT_3_OVER_2));
+
+ return float3(p, q, r) * TWO_OVER_THREE;
+}
+
+float2 hex_to_cart(float3 cart) {
+ return float2(
+ cart[0] + (cart[1] + cart[2]) * 0.5f,
+ (cart[1] - cart[2]) * SQRT_3_OVER_2);
+}
+
// Rotate 45 degrees.
float2 rot45(float2 v) { return float2(v.x - v.y, v.x + v.y) * RCP_SQRT_2; }
@@ -334,30 +334,36 @@ float valueNoise2D(
// p = point to get noise for
float valueNoise3D(
float3 p) {
- // quantized part
- float3 q = floor(p);
- // fractional part
- float3 f = frac(p);
-
- float l000 = rand3(q);
- float l001 = rand3(q + float3(0, 0, 1));
- float l010 = rand3(q + float3(0, 1, 0));
- float l011 = rand3(q + float3(0, 1, 1));
- float l100 = rand3(q + float3(1, 0, 0));
- float l101 = rand3(q + float3(1, 0, 1));
- float l110 = rand3(q + float3(1, 1, 0));
- float l111 = rand3(q + float3(1, 1, 1));
-
- // Cubic interpolation.
- f = f * f * (3.0f - 2.0f * f);
-
- float l00 = lerp(l000, l001, f.z);
- float l01 = lerp(l010, l011, f.z);
- float l10 = lerp(l100, l101, f.z);
- float l11 = lerp(l110, l111, f.z);
- float l0 = lerp(l00, l01, f.y);
- float l1 = lerp(l10, l11, f.y);
- return lerp(l0, l1, f.x);
-}
-
-#endif // __MATH_INC
+ // quantized part
+ float3 q = floor(p);
+ // fractional part
+ float3 f = frac(p);
+
+ float l000 = rand3(q);
+ float l001 = rand3(q + float3(0, 0, 1));
+ float l010 = rand3(q + float3(0, 1, 0));
+ float l011 = rand3(q + float3(0, 1, 1));
+ float l100 = rand3(q + float3(1, 0, 0));
+ float l101 = rand3(q + float3(1, 0, 1));
+ float l110 = rand3(q + float3(1, 1, 0));
+ float l111 = rand3(q + float3(1, 1, 1));
+
+ // Cubic interpolation.
+ f = f * f * (3.0f - 2.0f * f);
+
+ float l00 = lerp(l000, l001, f.z);
+ float l01 = lerp(l010, l011, f.z);
+ float l10 = lerp(l100, l101, f.z);
+ float l11 = lerp(l110, l111, f.z);
+ float l0 = lerp(l00, l01, f.y);
+ float l1 = lerp(l10, l11, f.y);
+ return lerp(l0, l1, f.x);
+}
+
+// Fixed version of quilez's `tone` here:
+// https://iquilezles.org/articles/functions/
+float tone(float x, float k) {
+ return (x * (k + 1)) / (k * x + 1);
+}
+
+#endif // __MATH_INC