code / hill-noise

Lines837 Lua675 GLSL103 Markdown59
(32 lines)
1 #define TAU 6.283185307179586476925286766559005768394338798750211641949
2 #define PHI 1.618033988749894848204586834365638117720309179805762862135
3 #define MAX_RESOLUTION 64
4 extern int resolution;
5 extern float sigma;
6 extern float amplitudes[MAX_RESOLUTION];
7 extern vec2 offsets[MAX_RESOLUTION];
8 extern vec2 range_min, range_max;
10 float cdf(float x) {
11 return .5 + .5*sign(x)*sqrt(1.-exp(-4./TAU * x*x));
14 float noise2d(vec2 pos) {
15 float noise = 0.;
16 for (int i=0; i < resolution; i++) {
17 float angle = mod(float(i)*PHI, 1.)*TAU;
18 float u = pos.x*cos(angle) - pos.y*sin(angle);
19 float v = pos.x*cos(angle+TAU/4.) - pos.y*sin(angle+TAU/4.);
20 float a = amplitudes[i];
21 noise += a*mix(cos(u/a + offsets[i].x), cos(v/a + offsets[i].y), .5);
23 return cdf(noise/sigma);
27 vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
29 vec2 coords = mix(range_min,range_max,texture_coords);
30 float n = noise2d(coords);
31 return vec4(n,n,n,1.);