fbm2D

Brownian Motion - combines multiple octaves of noise for complex patterns.

Parameters

NameTypeDescription
pvec2<f32>Input 2D coordinate.
octavesi32Number of noise octaves to combine.

Returns

f32noise value.

Dependencies

WGSL Code

//! requires noise2D
fn fbm2D(p: vec2<f32>, octaves: i32) -> f32 {
var value = 0.0;
var amplitude = 0.5;
var frequency = 1.0;
for (var i = 0; i < octaves; i++) {
value += amplitude * noise2D(p * frequency);
amplitude *= 0.5;
frequency *= 2.0;
}
return value;
}
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fbm3D

Brownian Motion - combines multiple octaves of noise for complex patterns.

Parameters

NameTypeDescription
pvec3<f32>Input 3D coordinate.
octavesi32Number of noise octaves to combine.

Returns

f32noise value.

Dependencies

WGSL Code

//! requires noise3D
fn fbm3D(x: vec3f, seed: f32) -> f32 {
var p = x + seed;
var f = 0.0;
var w = 0.5;
for (var i = 0; i < 5; i++) {
f += w * noise3D(p);
p *= 2.0;
w *= 0.5;
}
return f;
}
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hash1D

a 1D hash value from an input value for noise generation.

Parameters

NameTypeDescription
pf32Input value to hash.

Returns

f32value between 0 and 1.

WGSL Code

fn hash1D(p: f32) -> f32 {
// Convert to integer and apply bit manipulation
let x = bitcast<u32>(p + 123.456789);
var h = x;
// Wang hash function
h = (h ^ 61u) ^ (h >> 16u);
h = h + (h << 3u);
h = h ^ (h >> 4u);
h = h * 0x27d4eb2du;
h = h ^ (h >> 15u);
// Convert back to float and normalize
return f32(h) / 4294967296.0;
}
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hash22

a 2D hash from a 2D input vector for procedural generation.

Parameters

NameTypeDescription
pvec2<f32>Input 2D vector to hash.

Returns

vec2<f32>result as 2D vector.

WGSL Code

fn hash22(p: vec2<f32>) -> vec2<f32> {
var p3 = fract(vec3<f32>(p.xyx) * vec3<f32>(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx + p3.yz) * p3.zy);
}

hash31

a 1D hash value from a 3D input vector.

Parameters

NameTypeDescription
pvec3<f32>Input 3D vector to hash.

Returns

f32value between 0 and 1.

WGSL Code

fn hash31(p: vec3<f32>) -> f32 {
var p3 = fract(p * vec3<f32>(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yxz + 33.33);
return fract((p3.x + p3.y) * p3.z);
}

hash3D

a 3D hash vector from a 3D input for displacement effects.

Parameters

NameTypeDescription
pvec3<f32>Input 3D vector to hash.

Returns

vec3<f32>result as 3D vector with values between -1 and 1.

WGSL Code

fn hash3D(p: vec3<f32>) -> vec3<f32> {
var p3 = fract(p * vec3<f32>(0.1031, 0.1030, 0.0973));
p3 += dot(p3, p3.yxz + 33.33);
return fract((p3.xxy + p3.yxx) * p3.zyx) * 2.0 - 1.0;
}

mod289

289 operation for Perlin noise.

Parameters

NameTypeDescription
xvec4<f32>Input 4D vector.

Returns

vec4<f32>of x mod 289.

WGSL Code

fn mod289(x: vec4f) -> vec4f {
return x - floor(x * (1. / 289.)) * 289.;
}

noise2D

2D Perlin-style noise for procedural textures and patterns.

Parameters

NameTypeDescription
pvec2<f32>Input 2D coordinate.

Returns

f32value typically in range [-1, 1].

Dependencies

WGSL Code

//! requires hash22
fn noise2D(p: vec2<f32>) -> f32 {
let i = floor(p);
let f = fract(p);
let u = f * f * (3.0 - 2.0 * f);
return mix(
mix(dot(hash22(i + vec2<f32>(0.0, 0.0)), f - vec2<f32>(0.0, 0.0)),
dot(hash22(i + vec2<f32>(1.0, 0.0)), f - vec2<f32>(1.0, 0.0)), u.x),
mix(dot(hash22(i + vec2<f32>(0.0, 1.0)), f - vec2<f32>(0.0, 1.0)),
dot(hash22(i + vec2<f32>(1.0, 1.0)), f - vec2<f32>(1.0, 1.0)), u.x), u.y);
}
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noise3D

3D noise using trilinear interpolation.

Parameters

NameTypeDescription
xvec3<f32>Input 3D position for noise generation.

Returns

f32value between 0 and 1.

Dependencies

WGSL Code

//! requires hash31
fn noise3D(x: vec3<f32>) -> f32 {
let p = floor(x);
let f = fract(x);
return mix(
mix(
mix(hash31(p),
hash31(p + vec3<f32>(1.0, 0.0, 0.0)),
f.x),
mix(hash31(p + vec3<f32>(0.0, 1.0, 0.0)),
hash31(p + vec3<f32>(1.0, 1.0, 0.0)),
f.x),
f.y),
mix(
mix(hash31(p + vec3<f32>(0.0, 0.0, 1.0)),
hash31(p + vec3<f32>(1.0, 0.0, 1.0)),
f.x),
mix(hash31(p + vec3<f32>(0.0, 1.0, 1.0)),
hash31(p + vec3<f32>(1.0, 1.0, 1.0)),
f.x),
f.y),
f.z);
}
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pcg

and fast integer hash using PCG algorithm.

Parameters

NameTypeDescription
nu32Input unsigned integer to hash.

Returns

u32unsigned integer value.

WGSL Code

fn pcg(n: u32) -> u32 {
var h = n * 747796405u + 2891336453u;
h = ((h >> ((h >> 28u) + 4u)) ^ h) * 277803737u;
return (h >> 22u) ^ h;
}

pcg2d

PCG hash function for fast procedural generation.

Parameters

NameTypeDescription
pvec2<u32>Input 2D unsigned integer vector to hash.

Returns

vec2<u32>2D unsigned integer vector.

WGSL Code

fn pcg2d(p: vec2u) -> vec2u {
var v = p * 1664525u + 1013904223u;
v.x += v.y * 1664525u; v.y += v.x * 1664525u;
v ^= v >> vec2u(16u);
v.x += v.y * 1664525u; v.y += v.x * 1664525u;
v ^= v >> vec2u(16u);
return v;
}
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pcg3d

PCG hash function for volumetric procedural generation.

Parameters

NameTypeDescription
pvec3<u32>Input 3D unsigned integer vector to hash.

Returns

vec3<u32>3D unsigned integer vector.

WGSL Code

fn pcg3d(p: vec3u) -> vec3u {
var v = p * 1664525u + 1013904223u;
v.x += v.y*v.z; v.y += v.z*v.x; v.z += v.x*v.y;
v ^= v >> vec3u(16u);
v.x += v.y*v.z; v.y += v.z*v.x; v.z += v.x*v.y;
return v;
}
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pcg4d

PCG hash function for advanced procedural generation.

Parameters

NameTypeDescription
pvec4<u32>Input 4D unsigned integer vector to hash.

Returns

vec4<u32>4D unsigned integer vector.

WGSL Code

fn pcg4d(p: vec4u) -> vec4u {
var v = p * 1664525u + 1013904223u;
v.x += v.y*v.w; v.y += v.z*v.x; v.z += v.x*v.y; v.w += v.y*v.z;
v ^= v >> vec4u(16u);
v.x += v.y*v.w; v.y += v.z*v.x; v.z += v.x*v.y; v.w += v.y*v.z;
return v;
}
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perlinNoise2D

Perlin noise implementation.

Parameters

NameTypeDescription
Pvec2<f32>Input 2D coordinate.

Returns

f32noise value.

WGSL Code

fn perlinNoise2_permute4(x: vec4f) -> vec4f {
return ((x * 34. + 1.) * x) % vec4f(289.);
}
fn perlinNoise2_fade2(t: vec2f) -> vec2f {
return t * t * t * (t * (t * 6. - 15.) + 10.);
}
fn perlinNoise2(P: vec2f) -> f32 {
var Pi: vec4f = floor(P.xyxy) + vec4f(0., 0., 1., 1.);
let Pf = fract(P.xyxy) - vec4f(0., 0., 1., 1.);
Pi = Pi % vec4f(289.); // To avoid truncation effects in permutation
let ix = Pi.xzxz;
let iy = Pi.yyww;
let fx = Pf.xzxz;
let fy = Pf.yyww;
let i = perlinNoise2_permute4(perlinNoise2_permute4(ix) + iy);
var gx: vec4f = 2. * fract(i * 0.0243902439) - 1.; // 1/41 = 0.024...
let gy = abs(gx) - 0.5;
let tx = floor(gx + 0.5);
gx = gx - tx;
var g00: vec2f = vec2f(gx.x, gy.x);
var g10: vec2f = vec2f(gx.y, gy.y);
var g01: vec2f = vec2f(gx.z, gy.z);
var g11: vec2f = vec2f(gx.w, gy.w);
let norm = 1.79284291400159 - 0.85373472095314 *
vec4f(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11));
g00 = g00 * norm.x;
g01 = g01 * norm.y;
g10 = g10 * norm.z;
g11 = g11 * norm.w;
let n00 = dot(g00, vec2f(fx.x, fy.x));
let n10 = dot(g10, vec2f(fx.y, fy.y));
let n01 = dot(g01, vec2f(fx.z, fy.z));
let n11 = dot(g11, vec2f(fx.w, fy.w));
let fade_xy = perlinNoise2_fade2(Pf.xy);
let n_x = mix(vec2f(n00, n01), vec2f(n10, n11), vec2f(fade_xy.x));
let n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
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perlinNoise3D

Perlin noise implementation.

Parameters

NameTypeDescription
Pvec3<f32>Input 3D coordinate.

Returns

f32noise value.

Dependencies

WGSL Code

//! requires taylorInvSqrt4
fn perlinNoise3_permute4(x: vec4f) -> vec4f {
return ((x * 34. + 1.) * x) % vec4f(289.);
}
fn perlinNoise3_fade3(t: vec3f) -> vec3f {
return t * t * t * (t * (t * 6. - 15.) + 10.);
}
fn perlinNoise3(P: vec3f) -> f32 {
var Pi0 : vec3f = floor(P); // Integer part for indexing
var Pi1 : vec3f = Pi0 + vec3f(1.); // Integer part + 1
Pi0 = Pi0 % vec3f(289.);
Pi1 = Pi1 % vec3f(289.);
let Pf0 = fract(P); // Fractional part for interpolation
let Pf1 = Pf0 - vec3f(1.); // Fractional part - 1.
let ix = vec4f(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
let iy = vec4f(Pi0.yy, Pi1.yy);
let iz0 = Pi0.zzzz;
let iz1 = Pi1.zzzz;
let ixy = perlinNoise3_permute4(perlinNoise3_permute4(ix) + iy);
let ixy0 = perlinNoise3_permute4(ixy + iz0);
let ixy1 = perlinNoise3_permute4(ixy + iz1);
var gx0: vec4f = ixy0 / 7.;
var gy0: vec4f = fract(floor(gx0) / 7.) - 0.5;
gx0 = fract(gx0);
var gz0: vec4f = vec4f(0.5) - abs(gx0) - abs(gy0);
var sz0: vec4f = step(gz0, vec4f(0.));
gx0 = gx0 + sz0 * (step(vec4f(0.), gx0) - 0.5);
gy0 = gy0 + sz0 * (step(vec4f(0.), gy0) - 0.5);
var gx1: vec4f = ixy1 / 7.;
var gy1: vec4f = fract(floor(gx1) / 7.) - 0.5;
gx1 = fract(gx1);
var gz1: vec4f = vec4f(0.5) - abs(gx1) - abs(gy1);
var sz1: vec4f = step(gz1, vec4f(0.));
gx1 = gx1 - sz1 * (step(vec4f(0.), gx1) - 0.5);
gy1 = gy1 - sz1 * (step(vec4f(0.), gy1) - 0.5);
var g000: vec3f = vec3f(gx0.x, gy0.x, gz0.x);
var g100: vec3f = vec3f(gx0.y, gy0.y, gz0.y);
var g010: vec3f = vec3f(gx0.z, gy0.z, gz0.z);
var g110: vec3f = vec3f(gx0.w, gy0.w, gz0.w);
var g001: vec3f = vec3f(gx1.x, gy1.x, gz1.x);
var g101: vec3f = vec3f(gx1.y, gy1.y, gz1.y);
var g011: vec3f = vec3f(gx1.z, gy1.z, gz1.z);
var g111: vec3f = vec3f(gx1.w, gy1.w, gz1.w);
let norm0 = taylorInvSqrt4(
vec4f(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 = g000 * norm0.x;
g010 = g010 * norm0.y;
g100 = g100 * norm0.z;
g110 = g110 * norm0.w;
let norm1 = taylorInvSqrt4(
vec4f(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 = g001 * norm1.x;
g011 = g011 * norm1.y;
g101 = g101 * norm1.z;
g111 = g111 * norm1.w;
let n000 = dot(g000, Pf0);
let n100 = dot(g100, vec3f(Pf1.x, Pf0.yz));
let n010 = dot(g010, vec3f(Pf0.x, Pf1.y, Pf0.z));
let n110 = dot(g110, vec3f(Pf1.xy, Pf0.z));
let n001 = dot(g001, vec3f(Pf0.xy, Pf1.z));
let n101 = dot(g101, vec3f(Pf1.x, Pf0.y, Pf1.z));
let n011 = dot(g011, vec3f(Pf0.x, Pf1.yz));
let n111 = dot(g111, Pf1);
var fade_xyz: vec3f = perlinNoise3_fade3(Pf0);
let temp = vec4f(f32(fade_xyz.z)); // simplify after chrome bug fix
let n_z = mix(vec4f(n000, n100, n010, n110), vec4f(n001, n101, n011, n111), temp);
let n_yz = mix(n_z.xy, n_z.zw, vec2f(f32(fade_xyz.y))); // simplify after chrome bug fix
let n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
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perm4

function for Perlin noise.

Parameters

NameTypeDescription
xvec4<f32>Input 4D vector.

Returns

vec4<f32>4D vector.

Dependencies

WGSL Code

//! requires mod289
fn perm4(x: vec4f) -> vec4f {
return mod289(((x * 34.) + 1.) * x);
}

rand11Sin

float from 1D input using sine (platform dependent).

Parameters

NameTypeDescription
nf32Input float value.

Returns

f32float between 0 and 1.

WGSL Code

fn rand11(n: f32) -> f32 {
return fract(sin(n) * 43758.5453123);
}

rand22Sin

float from 2D input using sine (platform dependent).

Parameters

NameTypeDescription
nvec2<f32>Input 2D vector.

Returns

f32float between 0 and 1.

WGSL Code

fn rand22(n: vec2f) -> f32 {
return fract(sin(dot(n, vec2f(12.9898, 4.1414))) * 43758.5453);
}

simplexNoise2D

simplex noise implementation for efficient 2D procedural generation.

Parameters

NameTypeDescription
vvec2<f32>Input 2D coordinate.

Returns

f32noise value typically in range [-1, 1].

WGSL Code

fn snoise2D_permute3(x: vec3<f32>) -> vec3<f32> {
return ((x * 34.0 + 1.0) * x) % vec3<f32>(289.0);
}
fn snoise2D(v: vec2<f32>) -> f32 {
let C = vec4<f32>(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
var i = floor(v + dot(v, C.yy));
let x0 = v - i + dot(i, C.xx);
var i1: vec2<f32>;
if (x0.x > x0.y) {
i1 = vec2<f32>(1.0, 0.0);
} else {
i1 = vec2<f32>(0.0, 1.0);
}
var x12 = x0.xyxy + C.xxzz;
x12 = vec4<f32>(x12.xy - i1, x12.zw);
i = i % vec2<f32>(289.0);
let p = snoise2D_permute3(snoise2D_permute3(i.y + vec3<f32>(0.0, i1.y, 1.0)) + i.x + vec3<f32>(0.0, i1.x, 1.0));
var m = max(0.5 - vec3<f32>(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3<f32>(0.0));
m = m * m;
m = m * m;
let x = 2.0 * fract(p * C.www) - 1.0;
let h = abs(x) - 0.5;
let ox = floor(x + 0.5);
let a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
var g: vec3<f32>;
g.x = a0.x * x0.x + h.x * x0.y;
g.y = a0.y * x12.x + h.y * x12.y;
g.z = a0.z * x12.z + h.z * x12.w;
return 130.0 * dot(m, g);
}
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simplexNoise3D

simplex noise implementation for volumetric procedural generation.

Parameters

NameTypeDescription
vvec3<f32>Input 3D coordinate.

Returns

f32noise value typically in range [-1, 1].

WGSL Code

fn snoise3D_permute4(x: vec4<f32>) -> vec4<f32> {
return ((x * 34.0 + 1.0) * x) % vec4<f32>(289.0);
}
fn snoise3D_taylorInvSqrt4(r: vec4<f32>) -> vec4<f32> {
return 1.79284291400159 - 0.85373472095314 * r;
}
fn snoise3D(v: vec3<f32>) -> f32 {
let C = vec2<f32>(1.0 / 6.0, 1.0 / 3.0);
let D = vec4<f32>(0.0, 0.5, 1.0, 2.0);
// First corner
var i = floor(v + dot(v, C.yyy));
let x0 = v - i + dot(i, C.xxx);
// Other corners
let g = step(x0.yzx, x0.xyz);
let l = 1.0 - g;
let i1 = min(g.xyz, l.zxy);
let i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0. + 0.0 * C
let x1 = x0 - i1 + 1.0 * C.xxx;
let x2 = x0 - i2 + 2.0 * C.xxx;
let x3 = x0 - 1.0 + 3.0 * C.xxx;
// Permutations
i = i % vec3<f32>(289.0);
let p = snoise3D_permute4(snoise3D_permute4(snoise3D_permute4(
i.z + vec4<f32>(0.0, i1.z, i2.z, 1.0)) +
i.y + vec4<f32>(0.0, i1.y, i2.y, 1.0)) +
i.x + vec4<f32>(0.0, i1.x, i2.x, 1.0));
// Gradients
// (N*N points uniformly over a square, mapped onto an octahedron.)
let n_ = 1.0 / 7.0; // N=7
let ns = n_ * D.wyz - D.xzx;
let j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,N*N)
let x_ = floor(j * ns.z);
let y_ = floor(j - 7.0 * x_); // mod(j,N)
let x = x_ * ns.x + ns.yyyy;
let y = y_ * ns.x + ns.yyyy;
let h = 1.0 - abs(x) - abs(y);
let b0 = vec4<f32>(x.xy, y.xy);
let b1 = vec4<f32>(x.zw, y.zw);
let s0 = floor(b0) * 2.0 + 1.0;
let s1 = floor(b1) * 2.0 + 1.0;
let sh = -step(h, vec4<f32>(0.0));
let a0 = b0.xzyw + s0.xzyw * sh.xxyy;
let a1 = b1.xzyw + s1.xzyw * sh.zzww;
var p0 = vec3<f32>(a0.xy, h.x);
var p1 = vec3<f32>(a0.zw, h.y);
var p2 = vec3<f32>(a1.xy, h.z);
var p3 = vec3<f32>(a1.zw, h.w);
// Normalise gradients
let norm = snoise3D_taylorInvSqrt4(vec4<f32>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
var m = max(0.6 - vec4<f32>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec4<f32>(0.0));
m = m * m;
return 42.0 * dot(m * m, vec4<f32>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
}
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simplexNoise4D

simplex noise implementation for high-quality procedural generation.

Parameters

NameTypeDescription
vvec4<f32>Input 4D coordinate.

Returns

f32noise value typically in range [-1, 1].

WGSL Code

//! requires mod289 taylorInvSqrt4
fn snoise_permute4(x: vec4<f32>) -> vec4<f32> {
return mod289(((x * 34.0) + 10.0) * x);
}
fn snoise_mod289f(x: f32) -> f32 {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
fn snoise_permute(x: f32) -> f32 {
return snoise_mod289f(((x * 34.0) + 10.0) * x);
}
fn snoise_taylorInvSqrt(r: f32) -> f32 {
return 1.79284291400159 - 0.85373472095314 * r;
}
fn snoise_grad4(j: f32, ip: vec4<f32>) -> vec4<f32> {
let ones = vec4(1.0, 1.0, 1.0, -1.0);
var p: vec4<f32>;
var s: vec4<f32>;
p = vec4(floor(fract(vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0, p.w);
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = select(vec4(0.0), vec4(1.0), p < vec4(0.0));
p = vec4(p.xyz + (s.xyz * 2.0 - 1.0) * s.www, p.w);
return p;
}
fn snoise(v: vec4<f32>) -> f32 {
let C: vec4<f32> = vec4(
0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958 // -1 + 4 * G4
);
// (sqrt(5) - 1)/4 = F4, used once below
let F4: f32 = 0.309016994374947451;
// First corner
var i: vec4<f32> = floor(v + dot(v, vec4(F4)));
var x0: vec4<f32> = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
var i0: vec4<f32>;
var isX: vec3<f32> = step(x0.yzw, x0.xxx);
var isYZ: vec3<f32> = step(x0.zww, x0.yyz);
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
var minusX = 1.0 - isX;
i0.y = minusX.x;
i0.z = minusX.y;
i0.w = minusX.z;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
var minusY = 1.0 - isYZ;
i0.z += minusY.x;
i0.w += minusY.y;
i0.z += isYZ.z;
i0.w += minusY.z;
// i0 now contains the unique values 0,1,2,3 in each channel
var i3: vec4<f32> = vec4<f32>(clamp(i0, vec4(0.0), vec4(1.0)));
var i2: vec4<f32> = clamp(i0 - vec4(1.0), vec4(0.0), vec4(1.0));
var i1: vec4<f32> = clamp(i0 - vec4(2.0), vec4(0.0), vec4(1.0));
// x0 = x0 - 0.0 + 0.0 * C.xxxx
// x1 = x0 - i1 + 1.0 * C.xxxx
// x2 = x0 - i2 + 2.0 * C.xxxx
// x3 = x0 - i3 + 3.0 * C.xxxx
// x4 = x0 - 1.0 + 4.0 * C.xxxx
var x1: vec4<f32> = x0 - i1 + C.xxxx;
var x2: vec4<f32> = x0 - i2 + C.yyyy;
var x3: vec4<f32> = x0 - i3 + C.zzzz;
var x4: vec4<f32> = x0 + C.wwww;
// Permutations
i = mod289(i);
var j0: f32 = snoise_permute(snoise_permute(snoise_permute(snoise_permute(i.w) + i.z) + i.y) + i.x);
var j1: vec4<f32> = snoise_permute4(snoise_permute4(snoise_permute4(snoise_permute4(i.w + vec4(i1.w, i2.w, i3.w, 1.0)) + i.z + vec4(i1.z, i2.z, i3.z, 1.0)) + i.y + vec4(i1.y, i2.y, i3.y, 1.0)) + i.x + vec4(i1.x, i2.x, i3.x, 1.0));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
var ip: vec4<f32> = vec4(1.0 / 294.0, 1.0 / 49.0, 1.0 / 7.0, 0.0);
var p0: vec4<f32> = snoise_grad4(j0, ip);
var p1: vec4<f32> = snoise_grad4(j1.x, ip);
var p2: vec4<f32> = snoise_grad4(j1.y, ip);
var p3: vec4<f32> = snoise_grad4(j1.z, ip);
var p4: vec4<f32> = snoise_grad4(j1.w, ip);
// Normalise gradients
var norm: vec4<f32> = taylorInvSqrt4(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
p4 *= snoise_taylorInvSqrt(dot(p4, p4));
// Mix contributions from the five corners
var m0: vec3<f32> = max(0.6 - vec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec3(0.0));
var m1: vec2<f32> = max(0.6 - vec2(dot(x3, x3), dot(x4, x4)), vec2(0.0));
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * (dot(m0 * m0, vec3(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + dot(m1 * m1, vec2(dot(p3, x3), dot(p4, x4))));
}
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valueNoise1D

1D value noise using random interpolation.

Parameters

NameTypeDescription
pf32Input 1D coordinate.

Returns

f32value between 0 and 1.

Dependencies

WGSL Code

//! requires rand11Sin
fn noise(p: f32) -> f32 {
let fl = floor(p);
return mix(rand11(fl), rand11(fl + 1.), fract(p));
}

valueNoise2D

2D value noise using smooth interpolation.

Parameters

NameTypeDescription
nvec2<f32>Input 2D coordinate.

Returns

f32value between 0 and 1.

WGSL Code

//! requires rand22Sin smoothStepVec2
fn noise2(n: vec2f) -> f32 {
let d = vec2f(0., 1.);
let b = floor(n);
let f = smoothStepVec2(vec2f(0.), vec2f(1.), fract(n));
return mix(mix(rand22(b), rand22(b + d.yx), f.x), mix(rand22(b + d.xy), rand22(b + d.yy), f.x), f.y);
}
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valueNoise3D

value noise using permutation tables.

Parameters

NameTypeDescription
pvec3<f32>Input 3D coordinate.

Returns

f32value between 0 and 1.

Dependencies

WGSL Code

//! requires perm4
fn noise3(p: vec3f) -> f32 {
let a = floor(p);
var d: vec3f = p - a;
d = d * d * (3. - 2. * d);
let b = a.xxyy + vec4f(0., 1., 0., 1.);
let k1 = perm4(b.xyxy);
let k2 = perm4(k1.xyxy + b.zzww);
let c = k2 + a.zzzz;
let k3 = perm4(c);
let k4 = perm4(c + 1.);
let o1 = fract(k3 * (1. / 41.));
let o2 = fract(k4 * (1. / 41.));
let o3 = o2 * d.z + o1 * (1. - d.z);
let o4 = o3.yw * d.x + o3.xz * (1. - d.x);
return o4.y * d.y + o4.x * (1. - d.y);
}
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warpNoise3D

3D warping noise using fractal Brownian motion.

Parameters

NameTypeDescription
xvec3<f32>Input 3D position.
seedValf32Random seed for variation.

Returns

vec3<f32>warp vector with values between -1 and 1.

Dependencies

WGSL Code

//! requires noise3D
fn warpNoise3D(x: vec3<f32>, seedVal: f32) -> vec3<f32> {
var p = x + seedVal;
var nx = 0.0;
var ny = 0.0;
var nz = 0.0;
var w = 0.5;
for (var i = 0; i < 3; i++) {
nx += w * noise3D(p);
ny += w * noise3D(p + vec3<f32>(13.5, 41.3, 17.8));
nz += w * noise3D(p + vec3<f32>(31.2, 23.7, 11.9));
p *= 2.0;
w *= 0.5;
}
return vec3<f32>(nx, ny, nz) * 2.0 - 1.0;
}
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xxhash32

integer hash using xxHash algorithm.

Parameters

NameTypeDescription
nu32Input unsigned integer to hash.

Returns

u32unsigned integer value.

WGSL Code

fn xxhash32(n: u32) -> u32 {
var h32 = n + 374761393u;
h32 = 668265263u * ((h32 << 17) | (h32 >> (32 - 17)));
h32 = 2246822519u * (h32 ^ (h32 >> 15));
h32 = 3266489917u * (h32 ^ (h32 >> 13));
return h32^(h32 >> 16);
}
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xxhash322d

xxHash for strong integer hashing in 2D.

Parameters

NameTypeDescription
pvec2<u32>Input 2D unsigned integer vector to hash.

Returns

u32unsigned integer value.

WGSL Code

fn xxhash322d(p: vec2u) -> u32 {
let p2 = 2246822519u; let p3 = 3266489917u;
let p4 = 668265263u; let p5 = 374761393u;
var h32 = p.y + p5 + p.x * p3;
h32 = p4 * ((h32 << 17) | (h32 >> (32 - 17)));
h32 = p2 * (h32^(h32 >> 15));
h32 = p3 * (h32^(h32 >> 13));
return h32^(h32 >> 16);
}
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xxhash323d

xxHash for strong integer hashing in 3D.

Parameters

NameTypeDescription
pvec3<u32>Input 3D unsigned integer vector to hash.

Returns

u32unsigned integer value.

WGSL Code

fn xxhash323d(p: vec3u) -> u32 {
let p2 = 2246822519u; let p3 = 3266489917u;
let p4 = 668265263u; let p5 = 374761393u;
var h32 = p.z + p5 + p.x*p3;
h32 = p4 * ((h32 << 17) | (h32 >> (32 - 17)));
h32 += p.y * p3;
h32 = p4 * ((h32 << 17) | (h32 >> (32 - 17)));
h32 = p2 * (h32^(h32 >> 15));
h32 = p3 * (h32^(h32 >> 13));
return h32^(h32 >> 16);
}
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xxhash324d

xxHash for strong integer hashing in 4D.

Parameters

NameTypeDescription
pvec4<u32>Input 4D unsigned integer vector to hash.

Returns

u32unsigned integer value.

WGSL Code

fn xxhash324d(p: vec4u) -> u32 {
let p2 = 2246822519u; let p3 = 3266489917u;
let p4 = 668265263u; let p5 = 374761393u;
var h32 = p.w + p5 + p.x * p3;
h32 = p4 * ((h32 << 17) | (h32 >> (32 - 17)));
h32 += p.y * p3;
h32 = p4 * ((h32 << 17) | (h32 >> (32 - 17)));
h32 += p.z * p3;
h32 = p4 * ((h32 << 17) | (h32 >> (32 - 17)));
h32 = p2 * (h32^(h32 >> 15));
h32 = p3 * (h32^(h32 >> 13));
return h32 ^ (h32 >> 16);
}
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