#ifndef __MATH_INC #define __MATH_INC #include "pema99.cginc" // Differentiable approximation of the standard `max` function. float dmax(float a, float b, float k) { return log2(exp2(k * a) + exp2(k * b)) / k; } // Differentiable approximation of the standard `min` function. float dmin(float a, float b, float k) { return -1.0 * dmax(-1.0 * a, -1.0 * b, k); } float dabs(float a, float k) { return log2(exp2(k * a) + exp2(-1.0 * k * a)); } // Generate a random number on [0, 1]. float rand2(float3 p) { return frac(sin(dot(p, float2(561.0, 885.0))) * 776.2) / 2.0; } // Generate a random number on [0, 1]. float rand3(float3 p) { return frac(sin(dot(p, float3(897.0, 367.0, 197.0))) * 1073.6) / 2.0; } float length2(float2 p) { return p.x * p.x + p.y * p.y; } // 3 dimensional value noise. `p` is assumed to be a point inside a unit cube. // Theory: https://en.wikipedia.org/wiki/Value_noise float vnoise3d(float3 p) { float3 pu = floor(p); float3 pv = glsl_mod(frac(p), 1.0); // Assign random numbers to the corner of a cube. float n000 = rand3(pu + float3(0,0,0)); float n001 = rand3(pu + float3(0,0,1)); float n010 = rand3(pu + float3(0,1,0)); float n011 = rand3(pu + float3(0,1,1)); float n100 = rand3(pu + float3(1,0,0)); float n101 = rand3(pu + float3(1,0,1)); float n110 = rand3(pu + float3(1,1,0)); float n111 = rand3(pu + float3(1,1,1)); float n00 = lerp(n000, n001, pv.z); float n01 = lerp(n010, n011, pv.z); float n10 = lerp(n100, n101, pv.z); float n11 = lerp(n110, n111, pv.z); float n0 = lerp(n00, n01, pv.y); float n1 = lerp(n10, n11, pv.y); float n = lerp(n0, n1, pv.x); return n; } float fbm(float3 p, const int n_octaves, float w) { float g = exp2(-w); float a = 1.0; float p_scale = 1.0; float res = 0.0; for (int i = 0; i < n_octaves; i++) { res += a * vnoise3d(p * p_scale); p_scale /= w; a *= g; } return res; } #endif // __MATH_INC