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Add GLSL-based noise(vec2) function to p5.strands (#7897) #7921
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b924d1c
Add GLSL noise function support in p5.strands via ShaderGenerator
LalitNarayanYadav 9cf4424
Add GLSL implementation of fractal noise for p5.strands
LalitNarayanYadav 4cbf98f
Add custom fn.noise() in p5.strands with conditional GLSL injection
LalitNarayanYadav 6f66939
Fix: Rename noise.glsl.js to noiseGLSL.glsl to avoid Rollup plugin co…
LalitNarayanYadav 3b70b71
Fix: Rename noise.glsl.js to noiseGLSL.glsl to avoid Rollup plugin co…
LalitNarayanYadav 09f307d
Add noiseGLSL to vertexDeclarations for use in vertex shaders
LalitNarayanYadav df4c546
Refactor fn.noise() to use early return guard for cleaner structure
LalitNarayanYadav 0cd9448
Bridge p5.js noise with GLSL noise in p5.strands
LalitNarayanYadav fd13238
Add noiseGLSL.glsl with MIT-licensed 2D noise for p5.strands
LalitNarayanYadav 27ebbe3
Update src/webgl/shaders/functions/noiseGLSL.glsl
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Original file line number | Diff line number | Diff line change |
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// Based on https://github.com/patriciogonzalezvivo/lygia/blob/main/generative/noise.glsl (MIT) | ||
// Adapted for use in p5.strands | ||
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vec2 random2(vec2 st) { | ||
st = vec2(dot(st, vec2(127.1, 311.7)), | ||
dot(st, vec2(269.5, 183.3))); | ||
return -1.0 + 2.0 * fract(sin(st) * 43758.5453123); | ||
} | ||
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float noise(vec2 st) { | ||
vec2 i = floor(st); | ||
vec2 f = fract(st); | ||
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// Four corners in 2D of a tile | ||
vec2 a = random2(i); | ||
vec2 b = random2(i + vec2(1.0, 0.0)); | ||
vec2 c = random2(i + vec2(0.0, 1.0)); | ||
vec2 d = random2(i + vec2(1.0, 1.0)); | ||
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// Smooth interpolation | ||
vec2 u = f * f * (3.0 - 2.0 * f); | ||
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// Mix the results | ||
return mix(mix(dot(a, f - vec2(0.0, 0.0)), | ||
dot(b, f - vec2(1.0, 0.0)), u.x), | ||
mix(dot(c, f - vec2(0.0, 1.0)), | ||
dot(d, f - vec2(1.0, 1.0)), u.x), u.y); | ||
} | ||
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I think in the glsl code, we have a
baseNoise()
function returning float. So, either you have to rename at the js file or in the glsl file. Probably changing frombaseNoise()
tonoise()
in the glsl is what I would prefer.