// A direct port of Ken Perlin's Java reference to HLSL // with the gradients changed to be an array lookup instead of calculating // and permutation table NOT duplicated (all lookups perform a '% 256' first) // permutation table: 0-255 randomly arranged static const int p[] = { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; // gradients for 3d noise static const float3 g[] = { 1,1,0, -1,1,0, 1,-1,0, -1,-1,0, 1,0,1, -1,0,1, 1,0,-1, -1,0,-1, 0,1,1, 0,-1,1, 0,1,-1, 0,-1,-1, 1,1,0, 0,-1,1, -1,1,0, 0,-1,-1, }; float2 fade(float2 t) { return t * t * t * (t * (t * 6 - 15) + 10); } float3 fade(float3 t) { return t * t * t * (t * (t * 6 - 15) + 10); } float grad(float x, float2 pos) { return dot(g[p[x % 256] % 16], pos); } float grad(float x, float3 pos) { return dot(g[p[x % 256] % 16], pos); } float noise(float2 pos) { int2 I = int2(floor(pos)) & 255; pos = frac(pos); float2 fades = fade(pos); int A = p[I.x % 256] + I.y; int AA = p[A % 256]; int AB = p[(A + 1) % 256]; int B = p[(I.x + 1)% 256] + I.y; int BA = p[B % 256]; int BB = p[(B + 1) % 256]; return lerp(lerp(grad(AA, pos), grad(BA, pos + float2(-1, 0)), fades.x), lerp(grad(AB, pos + float2( 0, -1)), grad(BB, pos + float2(-1, -1)), fades.x), fades.y); } float noise(float3 pos) { int3 I = int3(floor(pos)) & 255; pos = frac(pos); float3 fades = fade(pos); int A = p[I.x % 256] + I.y; int AA = p[A % 256] + I.z; int AB = p[(A + 1) % 256] + I.z; int B = p[(I.x+1) % 256] + I.y; int BA = p[B % 256] + I.z; int BB = p[(B + 1) % 256] + I.z; return lerp(lerp(lerp(grad(AA, pos), grad(BA, pos + float3(-1, 0, 0)), fades.x), lerp(grad(AB, pos + float3( 0, -1, 0)), grad(BB, pos + float3(-1, -1, 0)), fades.x), fades.y), lerp(lerp(grad(AA+1, pos + float3( 0, 0, -1)), grad(BA+1, pos + float3(-1, 0, -1)), fades.x), lerp(grad(AB+1, pos + float3( 0, -1, -1)), grad(BB+1, pos + float3(-1, -1, -1)), fades.x), fades.y), fades.z); } float fBm(float2 pos, int octaves) { float lacunarity = 2.0; float gain = 0.5; float freq = 1.0; float amp = 0.5; float sum = 0; for (int i = 0; i < octaves; i++) { sum += noise(pos * freq) * amp; freq *= lacunarity; amp *= gain; } return sum; } float fBm(float3 pos, int octaves) { float lacunarity = 2.0; float gain = 0.5; float freq = 1.0; float amp = 0.5; float sum = 0; for (int i = 0; i < octaves; i++) { sum += noise(pos * freq) * amp; freq *= lacunarity; amp *= gain; } return sum; }