LYGIA Shader Library

fbm (lygia/v1.1.6/generative/fbm)

Fractal Brownian Motion

Dependencies:

Use:

fbm(<vec2> pos)

Check it on Github




#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:

Use:

fbm(<float2|float3> pos)

Check it on Github



#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

Examples

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