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simplex3.ts
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// SPDX-License-Identifier: Apache-2.0
import type { Vec3Sym, Vec4Sym } from "@thi.ng/shader-ast";
import { F, V2, V3 } from "@thi.ng/shader-ast/api/types";
import { assign } from "@thi.ng/shader-ast/ast/assign";
import { defn, ret } from "@thi.ng/shader-ast/ast/function";
import {
FLOAT0,
FLOAT05,
FLOAT1,
FLOAT2,
float,
vec2,
vec3,
vec4,
} from "@thi.ng/shader-ast/ast/lit";
import { add, mul, mulSelf, neg, sub } from "@thi.ng/shader-ast/ast/ops";
import { $, $w, $x, $xy, $y, $z } from "@thi.ng/shader-ast/ast/swizzle";
import { sym } from "@thi.ng/shader-ast/ast/sym";
import {
abs,
dot,
floor,
max,
min,
mod,
step,
} from "@thi.ng/shader-ast/builtin/math";
import { permute4 } from "./permute.js";
export const snoise3 = defn(F, "snoise3", [V3], (v) => {
let g: Vec3Sym;
let j: Vec4Sym;
let l: Vec3Sym;
let m: Vec4Sym;
let p: Vec4Sym;
let norm: Vec4Sym;
let _x: Vec4Sym;
let x: Vec4Sym;
let y: Vec4Sym;
let h: Vec4Sym;
let sh: Vec4Sym;
let a0: Vec4Sym;
let a1: Vec4Sym;
let b0: Vec4Sym;
let b1: Vec4Sym;
let x0: Vec3Sym;
let x1: Vec3Sym;
let x2: Vec3Sym;
let x3: Vec3Sym;
let p0: Vec3Sym;
let p1: Vec3Sym;
let p2: Vec3Sym;
let p3: Vec3Sym;
let i: Vec3Sym;
let i1: Vec3Sym;
let i2: Vec3Sym;
const NS = 1 / 7;
const NSX = NS * 2;
const NSY = NS * 0.5 - 1;
return [
(i = sym(floor(add(v, dot(v, vec3(1 / 3)))))),
(x0 = sym(add(sub(v, i), dot(i, vec3(1 / 6))))),
(g = sym(step($(x0, "yzx"), x0))),
(l = sym($(sub(FLOAT1, g), "zxy"))),
(i1 = sym(min(g, l))),
(i2 = sym(max(g, l))),
(x1 = sym(add(sub(x0, i1), 1 / 6))),
(x2 = sym(add(sub(x0, i2), 1 / 3))),
(x3 = sym(sub(x0, FLOAT05))),
assign(i, mod(i, float(289))),
(p = sym(
permute4(
add(
permute4(
add(
permute4(
add(vec4(FLOAT0, $z(i1), $z(i2), FLOAT1), $z(i))
),
add(vec4(FLOAT0, $y(i1), $y(i2), FLOAT1), $y(i))
)
),
add(vec4(FLOAT0, $x(i1), $x(i2), FLOAT1), $x(i))
)
)
)),
(j = sym(sub(p, mul(floor(mul(p, NS * NS)), 49)))),
(_x = sym(floor(mul(j, NS)))),
(x = sym(add(mul(_x, NSX), NSY))),
(y = sym(add(mul(floor(sub(j, mul(_x, 7))), NSX), NSY))),
(h = sym(sub(sub(FLOAT1, abs(x)), abs(y)))),
(sh = sym(neg(step(h, vec4())))),
(b0 = sym(vec4($xy(x), $xy(y)))),
(b1 = sym(vec4($(x, "zw"), $(y, "zw")))),
(a0 = sym(
add(
$(b0, "xzyw"),
mul(
$(add(mul(floor(b0), FLOAT2), FLOAT1), "xzyw"),
$(sh, "xxyy")
)
)
)),
(a1 = sym(
add(
$(b1, "xzyw"),
mul(
$(add(mul(floor(b1), FLOAT2), FLOAT1), "xzyw"),
$(sh, "zzww")
)
)
)),
(p0 = sym(vec3($xy(a0), $x(h)))),
(p1 = sym(vec3($(a0, "zw"), $y(h)))),
(p2 = sym(vec3($xy(a1), $z(h)))),
(p3 = sym(vec3($(a1, "zw"), $w(h)))),
(norm = sym(
sub(
1.79284291400159,
mul(
vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)),
0.85373472095314
)
)
)),
mulSelf(p0, $x(norm)),
mulSelf(p1, $y(norm)),
mulSelf(p2, $z(norm)),
mulSelf(p3, $w(norm)),
(m = sym(
max(
vec4(),
sub(
0.6,
vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3))
)
)
)),
mulSelf(m, m),
ret(
mul(
42,
dot(
mul(m, m),
vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))
)
)
),
];
});
export const snoiseVec32 = defn(V2, "snoiseVec32", [V3], (p) => {
return [
ret(
vec2(
snoise3(p),
snoise3(
vec3(sub($y(p), 19.1), add($z(p), 33.4), add($x(p), 47.2))
)
)
),
];
});
export const snoiseVec3 = defn(V3, "snoiseVec3", [V3], (p) => {
return [
ret(
vec3(
snoise3(p),
snoise3(
vec3(sub($y(p), 19.1), add($z(p), 33.4), add($x(p), 47.2))
),
snoise3(
vec3(add($z(p), 74.2), sub($x(p), 124.5), add($y(p), 99.4))
)
)
),
];
});