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authorTim Redfern <tim@getdrop.com>2023-04-17 19:44:00 +0100
committerTim Redfern <tim@getdrop.com>2023-04-17 19:44:00 +0100
commit19be92e0aff674b95bdae72fe7a2e409fd1bf77a (patch)
tree079acfc11ffbff8f11b120649f5cb3a623e354d6 /FESgui/src/PerlinPhasingFilter.cpp
parent5309ef89393aa56083d1c2238c517c3d576907ec (diff)
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+//
+// 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 );
+ }
+
+ );
+}