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| author | Tim Redfern <tim@getdrop.com> | 2023-04-17 19:44:00 +0100 |
|---|---|---|
| committer | Tim Redfern <tim@getdrop.com> | 2023-04-17 19:44:00 +0100 |
| commit | 19be92e0aff674b95bdae72fe7a2e409fd1bf77a (patch) | |
| tree | 079acfc11ffbff8f11b120649f5cb3a623e354d6 /FESgui/src/PerlinPhasingFilter.cpp | |
| parent | 5309ef89393aa56083d1c2238c517c3d576907ec (diff) | |
add to archive
Diffstat (limited to 'FESgui/src/PerlinPhasingFilter.cpp')
| -rw-r--r-- | FESgui/src/PerlinPhasingFilter.cpp | 151 |
1 files changed, 151 insertions, 0 deletions
diff --git a/FESgui/src/PerlinPhasingFilter.cpp b/FESgui/src/PerlinPhasingFilter.cpp new file mode 100644 index 0000000..897a776 --- /dev/null +++ b/FESgui/src/PerlinPhasingFilter.cpp @@ -0,0 +1,151 @@ +// +// PerlinPhasingFilter.cpp +// filterSandbox +// +// Created by Matthew Fargo on 2014/06/24. +// +// + +#include "PerlinPhasingFilter.h" + +PerlinPhasingFilter::PerlinPhasingFilter(float width, float height, float scale) : AbstractFilter(width, height) { + _name = "Perlin Pixellation"; + _scale = scale; + _addParameter(new ParameterF("fractionalWidthOfPixel", 0.05)); + _addParameter(new ParameterF("scale", _scale)); + _addParameter(new ParameterF("phase", 0.0)); + _setupShader(); +} +PerlinPhasingFilter::~PerlinPhasingFilter() {} + + +string PerlinPhasingFilter::_getFragSrc() { + return GLSL_STRING(120, + //precision highp float; + uniform sampler2D inputImageTexture; + + uniform float fractionalWidthOfPixel; + uniform float scale; + uniform float phase; + // + // GLSL textureless classic 3D noise "cnoise", + // with an RSL-style periodic variant "pnoise". + // Author: Stefan Gustavson (stefan.gustavson@liu.se) + // Version: 2011-10-11 + // + // Many thanks to Ian McEwan of Ashima Arts for the + // ideas for permutation and gradient selection. + // + // Copyright (c) 2011 Stefan Gustavson. All rights reserved. + // Distributed under the MIT license. See LICENSE file. + // https://github.com/stegu/webgl-noise + // + + vec3 mod289(vec3 x) + { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + + vec4 mod289(vec4 x) + { + return x - floor(x * (1.0 / 289.0)) * 289.0; + } + + vec4 permute(vec4 x) + { + return mod289(((x*34.0)+10.0)*x); + } + + vec4 taylorInvSqrt(vec4 r) + { + return 1.79284291400159 - 0.85373472095314 * r; + } + + vec3 fade(vec3 t) { + return t*t*t*(t*(t*6.0-15.0)+10.0); + } + + // Classic Perlin noise + float cnoise(vec3 P) + { + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod289(Pi0); + Pi1 = mod289(Pi1); + vec3 Pf0 = fract(P); // Fractional part for interpolation + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = Pi0.zzzz; + vec4 iz1 = Pi1.zzzz; + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + + vec4 gx0 = ixy0 * (1.0 / 7.0); + vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; + gx0 = fract(gx0); + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); + vec4 sz0 = step(gz0, vec4(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - 0.5); + gy0 -= sz0 * (step(0.0, gy0) - 0.5); + + vec4 gx1 = ixy1 * (1.0 / 7.0); + vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; + gx1 = fract(gx1); + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); + vec4 sz1 = step(gz1, vec4(0.0)); + gx1 -= sz1 * (step(0.0, gx1) - 0.5); + gy1 -= sz1 * (step(0.0, gy1) - 0.5); + + vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); + vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); + vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); + vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); + vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); + vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); + vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); + vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); + + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); + float n111 = dot(g111, Pf1); + + vec3 fade_xyz = fade(Pf0); + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; + } + + void main() { + vec2 uv = (gl_TexCoord[0].xy); + + float n = cnoise( vec3(uv,phase) *scale)+ + cnoise( vec3(uv,phase) *scale*3.71098f)+ + cnoise( vec3(uv,phase) *scale*11.56476f); + vec2 sampleDivisor = vec2((((n + 1.0) / 2.0) + 0.5) * fractionalWidthOfPixel); + + vec2 samplePos = uv - mod(uv, sampleDivisor); + gl_FragColor = texture2D(inputImageTexture, samplePos ); + } + + ); +} |
