lygia
/v1.1.6
/generative
/srandom
)Signed Random
Use:
srandomX(<vec2|vec3> x)
#ifndef FNC_SRANDOM
#define FNC_SRANDOM
float srandom(in float x) {
return -1. + 2. * fract(sin(x) * 43758.5453);
}
float srandom(in vec2 st) {
return -1. + 2. * fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
float srandom(in vec3 pos) {
return -1. + 2. * fract(sin(dot(pos.xyz, vec3(70.9898, 78.233, 32.4355))) * 43758.5453123);
}
float srandom(in vec4 pos) {
float dot_product = dot(pos, vec4(12.9898,78.233,45.164,94.673));
return -1. + 2. * fract(sin(dot_product) * 43758.5453);
}
vec2 srandom2(in vec2 st) {
const vec2 k = vec2(.3183099, .3678794);
st = st * k + k.yx;
return -1. + 2. * fract(16. * k * fract(st.x * st.y * (st.x + st.y)));
}
vec3 srandom3(in vec3 p) {
p = vec3( dot(p, vec3(127.1, 311.7, 74.7)),
dot(p, vec3(269.5, 183.3, 246.1)),
dot(p, vec3(113.5, 271.9, 124.6)));
return -1. + 2. * fract(sin(p) * 43758.5453123);
}
vec2 srandom2(in vec2 p, const in float tileLength) {
p = mod(p, vec2(tileLength));
return srandom2(p);
}
vec3 srandom3(in vec3 p, const in float tileLength) {
p = mod(p, vec3(tileLength));
return srandom3(p);
}
#endif
Use:
srandomX(<float2|float3> x)
#ifndef FNC_SRANDOM
#define FNC_SRANDOM
float2 srandom2(in float2 st) {
const float2 k = float2(.3183099, .3678794);
st = st * k + k.yx;
return -1. + 2. * frac(16. * k * frac(st.x * st.y * (st.x + st.y)));
}
float3 srandom3(in float3 p) {
p = float3( dot(p, float3(127.1, 311.7, 74.7)),
dot(p, float3(269.5, 183.3, 246.1)),
dot(p, float3(113.5, 271.9, 124.6)));
return -1. + 2. * frac(sin(p) * 43758.5453123);
}
#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).
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