// This shader is heavily based on a ShaderToy Project by CandyCat https://www.shadertoy.com/view/4sc3z2 cbuffer ParamConstants : register(b0) { float4 ColorA; float4 ColorB; float2 Offset; float2 Stretch; float Scale; float Evolution; float Bias; float Iterations; float3 WarpOffset; float Method; } cbuffer Resolution : register(b1) { float TargetWidth; float TargetHeight; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; Texture2D inputTexture : register(t0); sampler texSampler : register(s0); float IsBetween(float value, float low, float high) { return (value >= low && value <= high) ? 1 : 0; } // from https://www.shadertoy.com/view/4djSRW #define MOD3 float3(.1031, .11369, .13787) float3 hash33(float3 p3) { p3 = frac(p3 * MOD3); p3 += dot(p3, p3.yxz + 19.19); return -1.0 + 2.0 * frac(float3((p3.x + p3.y) * p3.z, (p3.x + p3.z) * p3.y, (p3.y + p3.z) * p3.x)); } float simplex_noise(float3 p) { const float K1 = 0.333333333; const float K2 = 0.166666667; float3 i = floor(p + (p.x + p.y + p.z) * K1); float3 d0 = p - (i - (i.x + i.y + i.z) * K2); // thx nikita: https://www.shadertoy.com/view/XsX3zB float3 e = step(float3(0, 0, 0), d0 - d0.yzx); float3 i1 = e * (1.0 - e.zxy, 1.0 - e.zxy, 1.0 - e.zxy); float3 i2 = 1.0 - e.zxy * (1.0 - e); float3 d1 = d0 - (i1 - 1.0 * K2); float3 d2 = d0 - (i2 - 2.0 * K2); float3 d3 = d0 - (1.0 - 3.0 * K2); float4 h = max(0.6 - float4(dot(d0, d0), dot(d1, d1), dot(d2, d2), dot(d3, d3)), 0.0); float4 n = h * h * h * h * float4(dot(d0, hash33(i)), dot(d1, hash33(i + i1)), dot(d2, hash33(i + i2)), dot(d3, hash33(i + 1.0))); return dot(float4(31.316, 31.316, 31.316, 31.316), n); } float noise_sum_abs(float3 p) { float f = 0.0; p = p * 1.0; f += 1.0000 * abs(simplex_noise(p)); p = 2.0 * p; f += 0.5000 * abs(simplex_noise(p)); p = 2.0 * p; f += 0.2500 * abs(simplex_noise(p)); p = 2.0 * p; f += 0.1250 * abs(simplex_noise(p)); p = 2.0 * p; f += 0.0625 * abs(simplex_noise(p)); p = 2.0 * p; return f; } // CC0 license https://creativecommons.org/share-your-work/public-domain/cc0/ // From: https://www.shadertoy.com/view/ttdGR8 ////////////////// K.jpg's Smooth Re-oriented 8-LegacyPoint BCC Noise ////////////////// //////////////////// Output: float4(dF/dx, dF/dy, dF/dz, value) //////////////////// // Borrowed from Stefan Gustavson's noise code float4 permute(float4 t) { return t * (t * 34.0 + 133.0); } #define mod(x, y) ((x) - (y)*floor((x) / (y))) // Gradient set is a normalized expanded rhombic dodecahedron float3 grad(float hash) { // Random vertex of a cube, +/- 1 each float3 cube = mod(floor(hash / float3(1.0, 2.0, 4.0)), 2.0) * 2.0 - 1.0; // Random edge of the three edges connected to that vertex // Also a cuboctahedral vertex // And corresponds to the face of its dual, the rhombic dodecahedron // cuboct[] = 0.0; // Original glsl code produced warning float3 cuboct = cube; int index = int(hash / 16.0); switch (index) { case 0: cuboct.x = 0.0; break; case 1: cuboct.y = 0.0; break; case 2: cuboct.z = 0.0; break; } // In a funky way, pick one of the four points on the rhombic face float type = mod(floor(hash / 8.0), 2.0); float3 rhomb = (1.0 - type) * cube + type * (cuboct + cross(cube, cuboct)); // Expand it so that the new edges are the same length // as the existing ones float3 grad = cuboct * 1.22474487139 + rhomb; // To make all gradients the same length, we only need to shorten the // second type of vector. We also put in the whole noise scale constant. // The compiler should reduce it into the existing floats. I think. grad *= (1.0 - 0.042942436724648037 * type) * 3.5946317686139184; return grad; } // BCC lattice split up into 2 cube lattices float4 bccNoiseDerivativesPart(float3 X) { float3 b = floor(X); float4 i4 = float4(X - b, 2.5); // Pick between each pair of oppposite corners in the cube. float3 v1 = b + floor(dot(i4, float4(0.25, 0.25, 0.25, 0.25))); float3 v2 = b + float3(1, 0, 0) + float3(-1, 1, 1) * floor(dot(i4, float4(-.25, .25, .25, .35))); float3 v3 = b + float3(0, 1, 0) + float3(1, -1, 1) * floor(dot(i4, float4(.25, -.25, .25, .35))); float3 v4 = b + float3(0, 0, 1) + float3(1, 1, -1) * floor(dot(i4, float4(.25, .25, -.25, .35))); // Gradient hashes for the four vertices in this half-lattice. float4 hashes = permute(mod(float4(v1.x, v2.x, v3.x, v4.x), 289.0)); hashes = permute(mod(hashes + float4(v1.y, v2.y, v3.y, v4.y), 289.0)); hashes = mod(permute(mod(hashes + float4(v1.z, v2.z, v3.z, v4.z), 289.0)), 48.0); // Gradient extrapolations & kernel function float3 d1 = X - v1; float3 d2 = X - v2; float3 d3 = X - v3; float3 d4 = X - v4; float4 a = max(0.75 - float4(dot(d1, d1), dot(d2, d2), dot(d3, d3), dot(d4, d4)), 0.0); float4 aa = a * a; float4 aaaa = aa * aa; float3 g1 = grad(hashes.x); float3 g2 = grad(hashes.y); float3 g3 = grad(hashes.z); float3 g4 = grad(hashes.w); float4 extrapolations = float4(dot(d1, g1), dot(d2, g2), dot(d3, g3), dot(d4, g4)); // Derivatives of the noise // float3 derivative = -8.0 * float3x4(d1, d2, d3, d4) * (aa * a * extrapolations) + float3x4(g1, g2, g3, g4) * aaaa; // float3 derivative = mul(float3x4(d1, d2, d3, d4) * -8.0, (aa * a * extrapolations)) + mul(float3x4(g1, g2, g3, g4), aaaa); float3 derivative = mul((aa * a * extrapolations), float4x3(d1, d2, d3, d4) * -8.0) + mul(aaaa, float4x3(g1, g2, g3, g4)); // Return it all as a float4 return float4(derivative, dot(aaaa, extrapolations)); } // Rotates domain, but preserve shape. Hides grid better in cardinal slices. // Good for texturing 3D objects with lots of flat parts along cardinal planes. float4 bccNoiseDerivatives_XYZ(float3 X) { float d23 = 2.0 / 3.0; float3 d233 = float3(d23.xxx); X = dot(X, d233) - X; float4 result = bccNoiseDerivativesPart(X) + bccNoiseDerivativesPart(X + 144.5); return float4(dot(result.xyz, d233) - result.xyz, result.w); } // Gives X and Y a triangular alignment, and lets Z move up the main diagonal. // Might be good for terrain, or a time varying X/Y plane. Z repeats. float4 bccNoiseDerivatives_XYBeforeZ(float3 X) { // Not a skew transform. float3x3 orthonormalMap = float3x3( 0.788675134594813, -0.211324865405187, -0.577350269189626, -0.211324865405187, 0.788675134594813, -0.577350269189626, 0.577350269189626, 0.577350269189626, 0.577350269189626); X = mul(X, orthonormalMap); float4 result = bccNoiseDerivativesPart(X) + bccNoiseDerivativesPart(X + 144.5); // return float4(mul(result.xyz, orthonormalMap), result.w); return float4(mul(orthonormalMap, result.xyz), result.w); } //////////////////////////////// End noise code //////////////////////////////// //---------------------------------------------------------------------------------------------------------------- float4 psMain(vsOutput psInput) : SV_TARGET { float aspectRatio = TargetWidth / TargetHeight; float2 uv = psInput.texCoord; uv -= 0.5; uv /= Stretch * Scale; uv += Offset * float2(-1 / aspectRatio, 1); uv.x *= aspectRatio; float3 pos = float3(uv, Evolution / 10); if (Method < 0.5) { int steps = clamp(Iterations + 0.5, 1.1, 5.1); float f = 0.7; float scaleFactor = 1; for (int i = 0; i < steps; i++) { float f1 = noise_sum_abs(pos * scaleFactor + float3(12.4, 3, 0) * i); pos += f * WarpOffset; f *= sin(f1) / 2 + 0.5; f += 0.2; } f = 2 * f - 1; float fBiased = Bias >= 0 ? pow(abs(f), Bias + 1) : 1 - pow(clamp(1 - f, 0, 10), -Bias + 1); return lerp(ColorA, ColorB, saturate(fBiased)); } else if (Method < 1.5) { float4 c = bccNoiseDerivatives_XYBeforeZ(float3(uv * 10, Evolution)); float f = c.a / 2 + 0.5; float fBiased = Bias >= 0 ? pow(abs(f), Bias + 1) : 1 - pow(clamp(1 - f, 0, 10), -Bias + 1); return lerp(ColorA, ColorB, fBiased); } else { float4 c = bccNoiseDerivatives_XYBeforeZ(float3(uv * 10, Evolution)); return float4((c.rgb / 4 + 0.5), 1); } return float4(1, 1, 1, 1); }