From 45da878e363733457eb9cf838e1d2a4548e0d15e Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Thu, 30 Aug 2012 21:52:03 +0000 Subject: [PATCH] tutorial: make the noise shader computationally more efficient. --- tutorial/03_noise.lolfx | 94 ++++++++++++++++++----------------------- 1 file changed, 40 insertions(+), 54 deletions(-) diff --git a/tutorial/03_noise.lolfx b/tutorial/03_noise.lolfx index 3ad6fd42..ed0d362d 100644 --- a/tutorial/03_noise.lolfx +++ b/tutorial/03_noise.lolfx @@ -15,26 +15,17 @@ void main(void) uniform float u_Time; -vec3 mod289(vec3 x) +vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } -vec3 perm(vec3 x) +vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } -vec4 noise3d(vec3 p1, vec3 p2, vec3 p3, vec3 p4) -{ - p1 = perm(perm(perm(p1) + p1.zxy) + p1.yzx); - p2 = perm(perm(perm(p2) + p2.zxy) + p2.yzx); - p3 = perm(perm(perm(p3) + p3.zxy) + p3.yzx); - p4 = perm(perm(perm(p4) + p4.zxy) + p4.yzx); - return fract(vec4(p1.x, p2.x, p3.x, p4.x) / 41.0); -} - -float perlin3d(vec3 p) +float noise3d(vec3 p) { mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); p = r * p; @@ -43,19 +34,21 @@ float perlin3d(vec3 p) vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); - vec4 o1 = noise3d(a, - a + vec3(0.0, 1.0, 0.0), - a + vec3(0.0, 0.0, 1.0), - a + vec3(0.0, 1.0, 1.0)); - vec4 o2 = noise3d(a + vec3(1.0, 0.0, 0.0), - a + vec3(1.0, 1.0, 0.0), - a + vec3(1.0, 0.0, 1.0), - a + vec3(1.0, 1.0, 1.0)); + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); - vec4 o3 = o2 * d.x + o1 * (1.0 - d.x); - vec2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); - return o4.y * d.z + o4.x * (1.0 - d.z); + return o4.y * d.y + o4.x * (1.0 - d.y); } void main(void) @@ -64,10 +57,10 @@ void main(void) xy.y -= u_Time * 400.0; float z = u_Time * 2.0; - float p = perlin3d(vec3(xy / 80.0, z + 1.5)) / 2.0 - + perlin3d(vec3(xy / 40.0, z + 0.3)) / 4.0 - + perlin3d(vec3(xy / 20.0, z + 3.3)) / 8.0 - + perlin3d(vec3(xy / 10.0, z + 2.0)) / 16.0; + float p = noise3d(vec3(xy / 80.0, z)) / 2.0 + + noise3d(vec3(xy / 40.0, z)) / 4.0 + + noise3d(vec3(xy / 20.0, z)) / 8.0 + + noise3d(vec3(xy / 10.0, z)) / 16.0; /* Scroll by adding [-.5,.5] */ p -= gl_FragCoord.y / 720.0 - 0.5; @@ -96,26 +89,17 @@ void main(float2 in_Position : POSITION, -- HLSL.Frag -- -float3 mod289(float3 x) +float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } -float3 perm(float3 x) +float4 perm(float4 x) { return mod289(((x * 34.0) + 1.0) * x); } -float4 noise3d(float3 p1, float3 p2, float3 p3, float3 p4) -{ - p1 = perm(perm(perm(p1) + p1.zxy) + p1.yzx); - p2 = perm(perm(perm(p2) + p2.zxy) + p2.yzx); - p3 = perm(perm(perm(p3) + p3.zxy) + p3.yzx); - p4 = perm(perm(perm(p4) + p4.zxy) + p4.yzx); - return frac(float4(p1.x, p2.x, p3.x, p4.x) / 41.0); -} - -float perlin3d(float3 p) +float noise3d(float3 p) { float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); p = mul(r, p); @@ -124,19 +108,21 @@ float perlin3d(float3 p) float3 d = p - a; d = d * d * (3.0 - 2.0 * d); - float4 o1 = noise3d(a, - a + float3(0.0, 1.0, 0.0), - a + float3(0.0, 0.0, 1.0), - a + float3(0.0, 1.0, 1.0)); - float4 o2 = noise3d(a + float3(1.0, 0.0, 0.0), - a + float3(1.0, 1.0, 0.0), - a + float3(1.0, 0.0, 1.0), - a + float3(1.0, 1.0, 1.0)); + float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); + float4 k1 = perm(b.xyxy); + float4 k2 = perm(k1.xyxy + b.zzww); + + float4 c = k2 + a.zzzz; + float4 k3 = perm(c); + float4 k4 = perm(c + 1.0); + + float4 o1 = frac(k3 * (1.0 / 41.0)); + float4 o2 = frac(k4 * (1.0 / 41.0)); - float4 o3 = o2 * d.x + o1 * (1.0 - d.x); - float2 o4 = o3.yw * d.y + o3.xz * (1.0 - d.y); + float4 o3 = o2 * d.z + o1 * (1.0 - d.z); + float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); - return o4.y * d.z + o4.x * (1.0 - d.z); + return o4.y * d.y + o4.x * (1.0 - d.y); } void main(in float2 pass_Position : TEXCOORD0, @@ -147,10 +133,10 @@ void main(in float2 pass_Position : TEXCOORD0, xy.y -= u_Time * 400.0; float z = u_Time * 2.0; - float p = perlin3d(float3(xy / 80.0, z + 1.5)) / 2.0 - + perlin3d(float3(xy / 40.0, z + 0.3)) / 4.0 - + perlin3d(float3(xy / 20.0, z + 3.3)) / 8.0 - + perlin3d(float3(xy / 10.0, z + 2.0)) / 16.0; + float p = noise3d(float3(xy / 80.0, z)) / 2.0 + + noise3d(float3(xy / 40.0, z)) / 4.0 + + noise3d(float3(xy / 20.0, z)) / 8.0 + + noise3d(float3(xy / 10.0, z)) / 16.0; /* Scroll by adding [-.5,.5] */ p -= pass_Position.y / 1440.0;