3_1_vnoiseGrad
コード 3.3, 図 3.5:
3_1_vnoiseGrad.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;int channel;//start hashuvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);uvec3 u = uvec3(1, 2, 3);const uint UINT_MAX = 0xffffffffu;uint uhash11(uint n){n ^= (n << u.x);n ^= (n >> u.x);n *= k.x;n ^= (n << u.x);return n * k.x;}uvec2 uhash22(uvec2 n){n ^= (n.yx << u.xy);n ^= (n.yx >> u.xy);n *= k.xy;n ^= (n.yx << u.xy);return n * k.xy;}uvec3 uhash33(uvec3 n){n ^= (n.yzx << u);n ^= (n.yzx >> u);n *= k;n ^= (n.yzx << u);return n * k;}float hash11(float p){uint n = floatBitsToUint(p);return float(uhash11(n)) / float(UINT_MAX);}float hash21(vec2 p){uvec2 n = floatBitsToUint(p);return float(uhash22(n).x) / float(UINT_MAX);}float hash31(vec3 p){uvec3 n = floatBitsToUint(p);return float(uhash33(n).x) / float(UINT_MAX);}vec2 hash22(vec2 p){uvec2 n = floatBitsToUint(p);return vec2(uhash22(n)) / vec2(UINT_MAX);}vec3 hash33(vec3 p){uvec3 n = floatBitsToUint(p);return vec3(uhash33(n)) / vec3(UINT_MAX);}//end hashfloat vnoise21(vec2 p){vec2 n = floor(p);float[4] v;for (int j = 0; j < 2; j ++){for (int i = 0; i < 2; i++){v[i+2*j] = hash21(n + vec2(i, j));}}vec2 f = fract(p);if (channel == 0){f = f * f * (3.0 -2.0 * f); // Hermite interpolation} else {f = f * f * f * (10.0 - 15.0 * f + 6.0 * f * f); //quintic Hermite interpolation}return mix(mix(v[0], v[1], f[0]), mix(v[2], v[3], f[0]), f[1]);}vec2 grad(vec2 p){float eps = 0.001;return 0.5 * (vec2(vnoise21(p + vec2(eps, 0.0)) - vnoise21(p - vec2(eps, 0.0)),vnoise21(p + vec2(0.0, eps)) - vnoise21(p - vec2(0.0, eps)))) / eps;}void main(){vec2 pos = gl_FragCoord.xy/min(u_resolution.x, u_resolution.y);channel = int(gl_FragCoord.x * 2.0 / u_resolution.x);pos = 3.0 * pos+u_time;fragColor.rgb = vec3(dot(vec2(1), grad(pos)));fragColor.a = 1.0;}