mardi 3 avril 2018

How is it possible to implement Perlin noise in glsl?

I would like to implement Perlin noise in glsl. I've found a lot of examples, but they are not written in shaders or are not well documented, and I am not able to undestand how the permutation or gradient selection works without lookup tables.

One of the examples is this: WebGL noise

I can recognise some similar function calls, but I do not really see how it solves the permutation and gradient selection, and why was it implemented this way. There are some unknown constants in the equations aswell.


My question in not specifically about the linked code, but about how to implement Perlin noise in a shader. But for the completeness, I include the code aswell:

// Classic Perlin noise
float cnoise(vec2 P)
{
  vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
  vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
  Pi = mod289(Pi); // To avoid truncation effects in permutation
  vec4 ix = Pi.xzxz;
  vec4 iy = Pi.yyww;
  vec4 fx = Pf.xzxz;
  vec4 fy = Pf.yyww;

  vec4 i = permute(permute(ix) + iy);

  vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
  vec4 gy = abs(gx) - 0.5 ;
  vec4 tx = floor(gx + 0.5);
  gx = gx - tx;

  vec2 g00 = vec2(gx.x,gy.x);
  vec2 g10 = vec2(gx.y,gy.y);
  vec2 g01 = vec2(gx.z,gy.z);
  vec2 g11 = vec2(gx.w,gy.w);

  vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
  g00 *= norm.x;  
  g01 *= norm.y;  
  g10 *= norm.z;  
  g11 *= norm.w;  

  float n00 = dot(g00, vec2(fx.x, fy.x));
  float n10 = dot(g10, vec2(fx.y, fy.y));
  float n01 = dot(g01, vec2(fx.z, fy.z));
  float n11 = dot(g11, vec2(fx.w, fy.w));

  vec2 fade_xy = fade(Pf.xy);
  vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
  float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
  return 2.3 * n_xy;
}




Aucun commentaire:

Enregistrer un commentaire