lygia
/v1.1.6
/generative
/worley
)Worley noise
Dependencies:
lygia
/v1.1.6
/generative
/random
.glsl
Use:
<vec2> worley(<vec2|vec3> pos)
#ifndef FNC_WORLEY
#define FNC_WORLEY
float worley(vec2 p){
vec2 n = floor( p );
vec2 f = fract( p );
float dis = 1.0;
for( int j= -1; j <= 1; j++ )
for( int i=-1; i <= 1; i++ ) {
vec2 g = vec2(i,j);
vec2 o = random2( n + g );
vec2 delta = g + o - f;
float d = length(delta);
dis = min(dis,d);
}
return 1.0-dis;
}
float worley(vec3 p) {
vec3 n = floor( p );
vec3 f = fract( p );
float dis = 1.0;
for( int k = -1; k <= 1; k++ )
for( int j= -1; j <= 1; j++ )
for( int i=-1; i <= 1; i++ ) {
vec3 g = vec3(i,j,k);
vec3 o = random3( n + g );
vec3 delta = g+o-f;
float d = length(delta);
dis = min(dis,d);
}
return 1.0-dis;
}
#endif
Dependencies:
lygia
/v1.1.6
/generative
/random
.glsl
Use:
<float2> worley(<float2|float3> pos)
#ifndef FNC_WORLEY
#define FNC_WORLEY
float worley(float2 p){
float2 n = floor( p );
float2 f = frac( p );
float dis = 1.0;
for( int j= -1; j <= 1; j++ )
for( int i=-1; i <= 1; i++ ) {
float2 g = float2(i,j);
float2 o = random2( n + g );
float2 delta = g + o - f;
float d = length(delta);
dis = min(dis,d);
}
return 1.0-dis;
}
float worley(float3 p){
float3 n = floor( p );
float3 f = frac( p );
float dis = 1.0;
for( int k = -1; k <= 1; k++ )
for( int j= -1; j <= 1; j++ )
for( int i=-1; i <= 1; i++ ) {
float3 g = float3(i,j,k);
float3 o = random3( n + g );
float3 delta = g+o-f;
float d = length(delta);
dis = min(dis,d);
}
return 1.0-dis;
}
#endif
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