ZMWSLI0-SL2021-GR11/Projekt/MWSProjekt/Library/PackageCache/com.unity.terrain-tools@3.0.2-preview.3/Shaders/NoiseLib/NoiseCommon.hlsl

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2021-07-05 21:20:56 +02:00
#ifndef NOISE_COMMON_INC
#define NOISE_COMMON_INC
/**************************************************************************
Properties
**************************************************************************/
// NOISE PROPERTIES
float3 _NoiseTranslation;
float3 _NoiseRotation;
float3 _NoiseScale;
float4x4 _NoiseTransform;
/**************************************************************************
Util Functions
**************************************************************************/
inline float when_eq( float x, float y )
{
return ( 1 - sign( abs( x - y ) ) );
}
inline float4 remap( float4 n, float o, float p, float a, float b )
{
return a.xxxx + (b.xxxx - a.xxxx) * (n - o.xxxx) / (p.xxxx - o.xxxx);
}
/**************************************************************************
Apply Noise Transform Functions
**************************************************************************/
inline float4x4 TRS( float3 translation, float3 rotation, float3 scale )
{
float4x4 trs = (float4x4)0;
// TODO(wyatt): construct TRS matrix on the fly
return trs;
}
inline float ApplyNoiseTransform( float p )
{
p *= _NoiseTransform._m00;
p += _NoiseTransform._m30;
return p;
}
inline float2 ApplyNoiseTransform( float2 p )
{
float3 pos = float3(p.x, 0, p.y);
p = mul(_NoiseTransform, float4(pos, 1)).xz;
return p;
}
inline float3 ApplyNoiseTransform( float3 p )
{
p = mul(_NoiseTransform, float4(p.xyz, 1)).xyz;
return p;
}
/**************************************************************************
Cubic Interpolation Functions
**************************************************************************/
float2 cubic( float p )
{
return p * p * ( 3 - 2 * p * p );
}
float2 cubic( float2 p )
{
return p * p * ( 3 - 2 * p * p );
}
float3 cubic( float3 p )
{
return p * p * ( 3 - 2 * p * p );
}
float3 cubic( float4 p )
{
return p * p * ( 3 - 2 * p * p );
}
/**************************************************************************
Quintic Interpolation Functions
**************************************************************************/
float2 quintic( float p )
{
return p * p * p * ( p * (6 * p - 15) + 10 );
}
float2 quintic( float2 p )
{
return p * p * p * ( p * (6 * p - 15) + 10 );
}
float3 quintic( float3 p )
{
return p * p * p * ( p * (6 * p - 15) + 10 );
}
float4 quintic( float4 p )
{
return p * p * p * ( p * (6 * p - 15) + 10 );
}
/**************************************************************************
Hashing Functions
**************************************************************************/
float hash( float p )
{
float x = p * 98102.5453;
return -1 + 2 * frac( sin( x ) );
}
float2 hash( float2 p )
{
float x = dot( p, float2( 165.244, 492.128 ) );
float y = dot( p, float2( 382.763, 234.567 ) );
return -1 + 2 * frac( sin( float2( x, y ) ) * 98102.5453123 );
}
float3 hash( float3 p )
{
p = float3( dot( p, float3( 1234.1, 442.66, 94.2 ) ), // x
dot( p, float3( 92.12, 639.221, 1.234 ) ), // y
dot( p, float3( 98.124, 103.83, 55.928 ) ) ); // z
return -1 + 2 * frac( sin( p ) * 98102.5453123 );
}
float4 hash( float4 p )
{
p = float4( dot( p, float4( 1234.1, 442.66, 94.2, 56.98 ) ), // x
dot( p, float4( 92.12, 639.221, 1.234, 89.025 ) ), // y
dot( p, float4( 98.124, 773.83, 55.928, 4.99 ) ), // z
dot( p, float4( 23.46, 105.1, 200.79, 73.5 ) ) ); // w
return -1 + 2 * frac( sin( p ) * 98102.5453123 );
}
#endif