yum-archive/SoggyShaders
Old Unity shaders.
git clone https://git.yummers.dev/yum-archive/SoggyShaders
40f81f1
master
1#ifndef __MATH_INC 2#define __MATH_INC 3 4#include "pema99.cginc" 5 6// Differentiable approximation of the standard `max` function. 7float dmax(float a, float b, float k) 8{ 9 return log2(exp2(k * a) + exp2(k * b)) / k; 10} 11 12// Differentiable approximation of the standard `min` function. 13float dmin(float a, float b, float k) 14{ 15 return -1.0 * dmax(-1.0 * a, -1.0 * b, k); 16} 17 18// Generate a random number on [0, 1]. 19float rand2(float3 p) 20{ 21 return frac(sin(dot(p, float2(561.0, 885.0))) * 776.2) / 2.0; 22} 23 24// Generate a random number on [0, 1]. 25float rand3(float3 p) 26{ 27 return frac(sin(dot(p, float3(897.0, 367.0, 197.0))) * 1073.6) / 2.0; 28} 29 30// 3 dimensional value noise. `p` is assumed to be a point inside a unit cube. 31// Theory: https://en.wikipedia.org/wiki/Value_noise 32float vnoise3d(float3 p) 33{ 34 float3 pu = floor(p); 35 float3 pv = glsl_mod(frac(p), 1.0); 36 37 // Assign random numbers to the corner of a cube. 38 float n000 = rand3(pu + float3(0,0,0)); 39 float n001 = rand3(pu + float3(0,0,1)); 40 float n010 = rand3(pu + float3(0,1,0)); 41 float n011 = rand3(pu + float3(0,1,1)); 42 float n100 = rand3(pu + float3(1,0,0)); 43 float n101 = rand3(pu + float3(1,0,1)); 44 float n110 = rand3(pu + float3(1,1,0)); 45 float n111 = rand3(pu + float3(1,1,1)); 46 47 float n00 = lerp(n000, n001, pv.z); 48 float n01 = lerp(n010, n011, pv.z); 49 float n10 = lerp(n100, n101, pv.z); 50 float n11 = lerp(n110, n111, pv.z); 51 52 float n0 = lerp(n00, n01, pv.y); 53 float n1 = lerp(n10, n11, pv.y); 54 55 float n = lerp(n0, n1, pv.x); 56 57 return n; 58} 59 60float fbm(float3 p, const int n_octaves, float w) 61{ 62 float g = exp2(-w); 63 float a = 1.0; 64 float p_scale = 1.0; 65 66 float res = 0.0; 67 for (int i = 0; i < n_octaves; i++) { 68 res += a * vnoise3d(p * p_scale); 69 70 p_scale /= w; 71 a *= g; 72 } 73 return res; 74} 75 76#endif // __MATH_INC 77