fleeting-garden/src/utils/graphics/noise/noise.wgsl

57 lines
1.2 KiB
WebGPU Shading Language

override octaves: i32;
override amplitude: f32;
override gain: f32;
override lacunarity: f32;
override seedR: f32;
override seedG: f32;
override seedB: f32;
override seedA: f32;
@fragment
fn fragment(@location(0) uv: vec2<f32>) -> @location(0) vec4<f32> {
return vec4(
fbm(uv, seedR),
fbm(uv, seedG),
fbm(uv, seedB),
fbm(uv, seedA),
);
}
fn fbm(uv: vec2<f32>, seed: f32) -> f32 {
var st = uv;
var v = 0.0;
var a = amplitude;
let shift = vec2(100.0);
let rot = mat2x2(cos(0.5), sin(0.5),
-sin(0.5), cos(0.50));
for (var i = 0; i < octaves; i++) {
v += a * noise(st, seed);
st = rot * st * lacunarity + shift;
a *= gain;
}
return v;
}
fn noise (st: vec2<f32>, seed: f32) -> f32 {
let i = floor(st);
let f = fract(st);
let a = random(i, seed);
let b = random(i + vec2(1.0, 0.0), seed);
let c = random(i + vec2(0.0, 1.0), seed);
let d = random(i + vec2(1.0, 1.0), seed);
let u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
fn random(st: vec2<f32>, seed: f32) -> f32 {
return fract(sin(dot(st.xy, vec2(12.9898 + seed, 78.233 + seed)))* 43758.5453123 + seed);
}