lygia
/generative
/fbm
)Fractal Brownian Motion
Dependencies:
lygia
/generative
/snoise
.glsl
lygia
/generative
/gnoise
.glsl
Use:
fbm(<vec2> pos)
#ifndef FBM_OCTAVES
#define FBM_OCTAVES 4
#endif
#ifndef FBM_NOISE_FNC
#define FBM_NOISE_FNC(UV) snoise(UV)
#endif
#ifndef FBM_NOISE2_FNC
#define FBM_NOISE2_FNC(UV) FBM_NOISE_FNC(UV)
#endif
#ifndef FBM_NOISE3_FNC
#define FBM_NOISE3_FNC(UV) FBM_NOISE_FNC(UV)
#endif
#ifndef FBM_NOISE_TILABLE_FNC
#define FBM_NOISE_TILABLE_FNC(UV, TILE) gnoise(UV, TILE)
#endif
#ifndef FBM_NOISE3_TILABLE_FNC
#define FBM_NOISE3_TILABLE_FNC(UV, TILE) FBM_NOISE_TILABLE_FNC(UV, TILE)
#endif
#ifndef FBM_NOISE_TYPE
#define FBM_NOISE_TYPE float
#endif
#ifndef FBM_VALUE_INITIAL
#define FBM_VALUE_INITIAL 0.0
#endif
#ifndef FBM_SCALE_SCALAR
#define FBM_SCALE_SCALAR 2.0
#endif
#ifndef FBM_AMPLITUD_INITIAL
#define FBM_AMPLITUD_INITIAL 0.5
#endif
#ifndef FBM_AMPLITUD_SCALAR
#define FBM_AMPLITUD_SCALAR 0.5
#endif
#ifndef FNC_FBM
#define FNC_FBM
FBM_NOISE_TYPE fbm(in vec2 st) {
// Initial values
FBM_NOISE_TYPE value = FBM_NOISE_TYPE(FBM_VALUE_INITIAL);
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE2_FNC(st);
st *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(in vec3 pos) {
// Initial values
FBM_NOISE_TYPE value = FBM_NOISE_TYPE(FBM_VALUE_INITIAL);
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE3_FNC(pos);
pos *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(vec3 p, float tileLength) {
const float persistence = 0.5;
const float lacunarity = 2.0;
float amplitude = 0.5;
FBM_NOISE_TYPE total = FBM_NOISE_TYPE(0.0);
float normalization = 0.0;
for (int i = 0; i < FBM_OCTAVES; ++i) {
float noiseValue = FBM_NOISE3_TILABLE_FNC(p, tileLength * lacunarity * 0.5) * 0.5 + 0.5;
total += noiseValue * amplitude;
normalization += amplitude;
amplitude *= persistence;
p = p * lacunarity;
}
return total / normalization;
}
#endif
Dependencies:
lygia
/generative
/snoise
.glsl
Use:
fbm(<float2|float3> pos)
#ifndef FBM_OCTAVES
#define FBM_OCTAVES 4
#endif
#ifndef FBM_NOISE_FNC
#define FBM_NOISE_FNC(POS_UV) snoise(POS_UV)
#endif
#ifndef FBM_NOISE2_FNC
#define FBM_NOISE2_FNC(POS_UV) FBM_NOISE_FNC(POS_UV)
#endif
#ifndef FBM_NOISE3_FNC
#define FBM_NOISE3_FNC(POS_UV) FBM_NOISE_FNC(POS_UV)
#endif
#ifndef FBM_NOISE_TYPE
#define FBM_NOISE_TYPE float
#endif
#ifndef FBM_VALUE_INITIAL
#define FBM_VALUE_INITIAL 0.0
#endif
#ifndef FBM_SCALE_SCALAR
#define FBM_SCALE_SCALAR 2.0
#endif
#ifndef FBM_AMPLITUD_INITIAL
#define FBM_AMPLITUD_INITIAL 0.5
#endif
#ifndef FBM_AMPLITUD_SCALAR
#define FBM_AMPLITUD_SCALAR 0.5
#endif
#ifndef FNC_FBM
#define FNC_FBM
FBM_NOISE_TYPE fbm(in float2 st) {
// Initial values
FBM_NOISE_TYPE value = FBM_VALUE_INITIAL;
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE2_FNC(st);
st *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(in float3 pos) {
// Initial values
FBM_NOISE_TYPE value = FBM_VALUE_INITIAL;
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE3_FNC(pos);
pos *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
#endif
Dependencies:
lygia
/generative
/snoise
.glsl
lygia
/generative
/gnoise
.glsl
Use:
fbm(<float2> pos)
#ifndef FBM_OCTAVES
#define FBM_OCTAVES 4
#endif
#ifndef FBM_NOISE_FNC
#define FBM_NOISE_FNC(UV) snoise(UV)
#endif
#ifndef FBM_NOISE2_FNC
#define FBM_NOISE2_FNC(UV) FBM_NOISE_FNC(UV)
#endif
#ifndef FBM_NOISE3_FNC
#define FBM_NOISE3_FNC(UV) FBM_NOISE_FNC(UV)
#endif
#ifndef FBM_NOISE_TILABLE_FNC
#define FBM_NOISE_TILABLE_FNC(UV, TILE) gnoise(UV, TILE)
#endif
#ifndef FBM_NOISE3_TILABLE_FNC
#define FBM_NOISE3_TILABLE_FNC(UV, TILE) FBM_NOISE_TILABLE_FNC(UV, TILE)
#endif
#ifndef FBM_NOISE_TYPE
#define FBM_NOISE_TYPE float
#endif
#ifndef FBM_VALUE_INITIAL
#define FBM_VALUE_INITIAL 0.0
#endif
#ifndef FBM_SCALE_SCALAR
#define FBM_SCALE_SCALAR 2.0
#endif
#ifndef FBM_AMPLITUD_INITIAL
#define FBM_AMPLITUD_INITIAL 0.5
#endif
#ifndef FBM_AMPLITUD_SCALAR
#define FBM_AMPLITUD_SCALAR 0.5
#endif
#ifndef FNC_FBM
#define FNC_FBM
FBM_NOISE_TYPE fbm(float2 st) {
// Initial values
FBM_NOISE_TYPE value = FBM_NOISE_TYPE(FBM_VALUE_INITIAL);
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE2_FNC(st);
st *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(float3 pos) {
// Initial values
FBM_NOISE_TYPE value = FBM_NOISE_TYPE(FBM_VALUE_INITIAL);
float amplitud = FBM_AMPLITUD_INITIAL;
// Loop of octaves
for (int i = 0; i < FBM_OCTAVES; i++) {
value += amplitud * FBM_NOISE3_FNC(pos);
pos *= FBM_SCALE_SCALAR;
amplitud *= FBM_AMPLITUD_SCALAR;
}
return value;
}
FBM_NOISE_TYPE fbm(float3 p, float tileLength) {
const float persistence = 0.5;
const float lacunarity = 2.0;
float amplitude = 0.5;
FBM_NOISE_TYPE total = FBM_NOISE_TYPE(0.0);
float normalization = 0.0;
for (int i = 0; i < FBM_OCTAVES; ++i) {
float noiseValue = FBM_NOISE3_TILABLE_FNC(p, tileLength * lacunarity * 0.5) * 0.5 + 0.5;
total += noiseValue * amplitude;
normalization += amplitude;
amplitude *= persistence;
p = p * lacunarity;
}
return total / normalization;
}
#endif
LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.
Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).
It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.
Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository