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Add GLSL-based noise(vec2) function to p5.strands (#7897) #7921

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Jul 8, 2025
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13 changes: 12 additions & 1 deletion src/webgl/ShaderGenerator.js
Original file line number Diff line number Diff line change
Expand Up @@ -7,6 +7,7 @@
import { parse } from 'acorn';
import { ancestor } from 'acorn-walk';
import escodegen from 'escodegen';
import noiseGLSL from './shaders/functions/noiseGLSL.glsl';

function shadergenerator(p5, fn) {

Expand Down Expand Up @@ -1578,6 +1579,7 @@ function shadergenerator(p5, fn) {
],
'sqrt': { args: ['genType'], returnType: 'genType', isp5Function: true},
'step': { args: ['genType', 'genType'], returnType: 'genType', isp5Function: false},
'noise': { args: ['vec2'], returnType: 'float', isp5Function: false },
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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 from baseNoise() to noise() in the glsl is what I would prefer.

'trunc': { args: ['genType'], returnType: 'genType', isp5Function: false},

////////// Vector //////////
Expand Down Expand Up @@ -1629,10 +1631,19 @@ function shadergenerator(p5, fn) {
return originalLerp.apply(this, args); // Fallback to normal p5.js lerp
}
};
const originalNoise = fn.noise;
fn.noise = function (...args) {
if (!GLOBAL_SHADER?.isGenerating) {
return originalNoise.apply(this, args); // fallback to regular p5.js noise
}

GLOBAL_SHADER.output.vertexDeclarations.add(noiseGLSL);
GLOBAL_SHADER.output.fragmentDeclarations.add(noiseGLSL);
return fnNodeConstructor('noise', args, { args: ['vec2'], returnType: 'float' });
};
}



export default shadergenerator;

if (typeof p5 !== 'undefined') {
Expand Down
29 changes: 29 additions & 0 deletions src/webgl/shaders/functions/noiseGLSL.glsl
Original file line number Diff line number Diff line change
@@ -0,0 +1,29 @@
// Based on https://github.com/patriciogonzalezvivo/lygia/blob/main/generative/noise.glsl (MIT)
// Adapted for use in p5.strands

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);
}

float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);

// 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));

// Smooth interpolation
vec2 u = f * f * (3.0 - 2.0 * f);

// 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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