// 缩放屏幕坐标作为perlin噪声的参数 number noise = perlin2d(screen / 128.0); // 噪声范围-1--1,修正它为0--1 noise = noise * 0.5 + 0.5; return vec4(noise, noise, noise, 1.0); }]])endfunctionlove.draw() love.graphics.setShader(noise) love.graphics.rectangle("fill",0,0,512,512)...
TouchDesigner 作为 GLSL 语言的扩充提供的所有功能和制服都将遵循这些约定。 Function names函数名称 总是以字母开头。例如: Uniform 将以字母开头。 Sample采样器将以字母开头。 Images图像 将以字母开头。 顶点输入属性的名称将与它们在 TouchDesignerSOP界面中的名称相同(P、N、Cd、uv)。 TouchDesigner 提供的大多数...
我必须在GLSL中实现Perlin noise。我使用这张幻灯片作为参考:据小哥表示,这个名叫Slow Road的3D赛车游...
This repository contains GLSL source code for Perlin noise in 2D, 3D and 4D, both the modern simplex versions and the classic versions, including periodic noise similar to the pnoise() function in RenderMan SL. The functions have very good performance and no dependencies on external data. The ...
. That's where we get a noise value. The coordinates for the noise are based on the normal before being modified, and the noise value is modulated to fit the desired scale. I'm not using the noise function directly, but using a turbulence function instead, courtesy of Ken Perlin, that...
Depending on your needs you could select a function from the list of proposed functions in that paper and simply from the accompanying Shadertoy. One that isn't covered in this paper but that has served me very well without any noticeably patterns on any input magnitude values is also one ...
function_classCallCheck(instance,Constructor) {if(!(instanceinstanceofConstructor)) {thrownewTypeError("Cannot call a class as a function"); } } 4 5 varPlane=function() { 6 functionPlane() { 7 _classCallCheck(this,Plane); 8
// ported from GLSL to HLSL float hash( float n ) { return frac(sin(n)*43758.5453); } float noise( float3 x ) { // The noise function returns a value in the range -1.0f -> 1.0f float3 p = floor(x); float3 f = frac(x); f = f*f*(3.0-2.0*f); float n = px + ...
// ported from GLSL to HLSL float hash( float n ) { return frac(sin(n)*43758.5453); } float noise( float3 x ) { // The noise function returns a value in the range -1.0f -> 1.0f float3 p = floor(x); float3 f = frac(x); f = f*f*(3.0-2.0*f); float n = p.x +...