glslify 随机噪点

原文链接: glslify 随机噪点

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可用列表

https://github.com/glslify/glslify/issues/108

生成, 目前只能在node下生成, 可能和vite有关, 有时间看看能不能改成es的, 这个应该只是字符串替换吧.

const glsl = require("glslify");
const fs = require("fs");
const code = `
#pragma glslify: noise = require('glsl-noise/simplex/3d')

precision mediump float;
varying vec3 vpos;
void main () {
  gl_FragColor = vec4(noise(vpos*25.0),0,1);
}
`;
const s = glsl(code);
console.log(s);
fs.writeFileSync("./test/code.glsl", s);

使用

import Regl from "regl";
 
export default () => {
  const regl = Regl();
   regl.clear({
    color: [0, 0, 0, 1],
    depth: 1,
  });
 
  regl({
    // In a draw call, we can pass the shader source code to regl
    frag: `precision mediump float;
    vec3 mod289(vec3 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
      }
      
      vec4 mod289(vec4 x) {
        return x - floor(x * (1.0 / 289.0)) * 289.0;
      }
      
      vec4 permute(vec4 x) {
           return mod289(((x*34.0)+1.0)*x);
      }
      
      vec4 taylorInvSqrt(vec4 r)
      {
        return 1.79284291400159 - 0.85373472095314 * r;
      }
      
      float snoise(vec3 v)
        {
        const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
        const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
      
      // First corner
        vec3 i  = floor(v + dot(v, C.yyy) );
        vec3 x0 =   v - i + dot(i, C.xxx) ;
      
      // Other corners
        vec3 g = step(x0.yzx, x0.xyz);
        vec3 l = 1.0 - g;
        vec3 i1 = min( g.xyz, l.zxy );
        vec3 i2 = max( g.xyz, l.zxy );
      
        //   x0 = x0 - 0.0 + 0.0 * C.xxx;
        //   x1 = x0 - i1  + 1.0 * C.xxx;
        //   x2 = x0 - i2  + 2.0 * C.xxx;
        //   x3 = x0 - 1.0 + 3.0 * C.xxx;
        vec3 x1 = x0 - i1 + C.xxx;
        vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
        vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
      
      // Permutations
        i = mod289(i);
        vec4 p = permute( permute( permute(
                   i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
                 + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
                 + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
      
      // Gradients: 7x7 points over a square, mapped onto an octahedron.
      // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
        float n_ = 0.142857142857; // 1.0/7.0
        vec3  ns = n_ * D.wyz - D.xzx;
      
        vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
      
        vec4 x_ = floor(j * ns.z);
        vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
      
        vec4 x = x_ *ns.x + ns.yyyy;
        vec4 y = y_ *ns.x + ns.yyyy;
        vec4 h = 1.0 - abs(x) - abs(y);
      
        vec4 b0 = vec4( x.xy, y.xy );
        vec4 b1 = vec4( x.zw, y.zw );
      
        //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
        //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
        vec4 s0 = floor(b0)*2.0 + 1.0;
        vec4 s1 = floor(b1)*2.0 + 1.0;
        vec4 sh = -step(h, vec4(0.0));
      
        vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
        vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
      
        vec3 p0 = vec3(a0.xy,h.x);
        vec3 p1 = vec3(a0.zw,h.y);
        vec3 p2 = vec3(a1.xy,h.z);
        vec3 p3 = vec3(a1.zw,h.w);
      
      //Normalise gradients
        vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
        p0 *= norm.x;
        p1 *= norm.y;
        p2 *= norm.z;
        p3 *= norm.w;
      
      // Mix final noise value
        vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
        m = m * m;
        return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
                                      dot(p2,x2), dot(p3,x3) ) );
        }
      
      #define GLSLIFY 1
      varying vec3 vpos;
      void main () {
        float r = snoise(vpos*25.0);
        float g = snoise(vpos*25.0);
        float b = snoise(vpos*25.0);
        gl_FragColor = vec4(r,g,b,1);
      }
      `,
    vert: `precision mediump float;
    attribute vec2 position;
    varying vec3 vpos;
    void main () {
      vpos = vec3(position.x,position.y,1.0);
      gl_Position = vec4(position, 0, 1);
    }`,
    attributes: {
      position: [
        [-1, 0],
        [0, -1],
        [1, 1],
      ],
    },
    uniforms: {
      color: [1, 0, 0, 1],
    },
    count: 3,
  })();
};

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