#ifndef GRIFFIN_CG_INCLUDED #define GRIFFIN_CG_INCLUDED float2 GradientNoise_dir(float2 p) { p = p % 289; float x = (34 * p.x + 1) * p.x % 289 + p.y; x = (34 * x + 1) * x % 289; x = frac(x / 41) * 2 - 1; return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); } float GradientNoise(float2 p) { float2 ip = floor(p); float2 fp = frac(p); float d00 = dot(GradientNoise_dir(ip), fp); float d01 = dot(GradientNoise_dir(ip + float2(0, 1)), fp - float2(0, 1)); float d10 = dot(GradientNoise_dir(ip + float2(1, 0)), fp - float2(1, 0)); float d11 = dot(GradientNoise_dir(ip + float2(1, 1)), fp - float2(1, 1)); fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x); } float InverseLerpUnclamped(float a, float b, float value) { //adding a==b check if needed return (value - a) / (b - a + 0.0000001); } float RandomValue(float seed) { return frac(sin(dot(float2(seed, seed+1), float2(12.9898, 78.233)))*43758.5453); } float RandomValue(float u, float v) { return frac(sin(dot(float2(u, v), float2(12.9898, 78.233)))*43758.5453); } float2 VoronoiRandomVector (float2 UV, float offset) { float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); UV = frac(sin(mul(UV, m)) * 46839.32); return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5); } float Voronoi(float2 UV, float AngleOffset, float CellDensity) { float2 g = floor(UV * CellDensity); float2 f = frac(UV * CellDensity); float t = 8.0; float3 res = float3(8.0, 0.0, 0.0); float noiseValue = 0; for(int y=-1; y<=1; y++) { for(int x=-1; x<=1; x++) { float2 lattice = float2(x,y); float2 offset = VoronoiRandomVector(lattice + g, AngleOffset); float d = distance(lattice + offset, f); if(d < res.x) { res = float3(d, offset.x, offset.y); noiseValue = res.x; } } } return noiseValue; } inline float ValueNoiseInterpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); } inline float ValueNoise (float2 uv) { float2 i = floor(uv); float2 f = frac(uv); f = f * f * (3.0 - 2.0 * f); uv = abs(frac(uv) - 0.5); float2 c0 = i + float2(0.0, 0.0); float2 c1 = i + float2(1.0, 0.0); float2 c2 = i + float2(0.0, 1.0); float2 c3 = i + float2(1.0, 1.0); float r0 = RandomValue(c0.x, c0.y); float r1 = RandomValue(c1.x, c1.y); float r2 = RandomValue(c2.x, c2.y); float r3 = RandomValue(c3.x, c3.y); float bottomOfGrid = ValueNoiseInterpolate(r0, r1, f.x); float topOfGrid = ValueNoiseInterpolate(r2, r3, f.x); float t = ValueNoiseInterpolate(bottomOfGrid, topOfGrid, f.y); return t; } float4 MoveTowards(float4 current, float4 target, float maxDistanceDelta) { float4 a = target - current; float magnitude = length(a); if (magnitude <= maxDistanceDelta || magnitude == 0) { return target; } return current + a / magnitude * maxDistanceDelta; } // Encoding/decoding [0..1) floats into 8 bit/channel RG. Note that 1.0 will not be encoded properly. inline float2 GriffinEncodeFloatRG(float v) { float2 kEncodeMul = float2(1.0, 255.0); float kEncodeBit = 1.0 / 255.0; float2 enc = kEncodeMul * v; enc = frac(enc); enc.x -= enc.y * kEncodeBit; return enc; } inline float GriffinDecodeFloatRG(float2 enc) { float2 kDecodeDot = float2(1.0, 1 / 255.0); return dot(enc, kDecodeDot); } #endif //GRIFFIN_CG_INCLUDED