1#define_import_path bevy_gaussian_splatting::noise 6fn mod289_2d(x: vec2<f32>) -> vec2<f32> { 7 return x - floor(x * (1.0 / 289.0)) * 289.0; 10fn mod289_3d(x: vec3<f32>) -> vec3<f32> { 11 return x - floor(x * (1.0 / 289.0)) * 289.0; 14fn permute_3d(x: vec3<f32>) -> vec3<f32> { 15 return mod289_3d(((x * 34.0) + 1.0) * x); 19fn simplex_2d(v: vec2<f32>) -> f32 { 28 var i = floor(v + dot(v, C.yy)); 29 let x0 = v - i + dot(i, C.xx); 32 var i1 = select(vec2(0., 1.), vec2(1., 0.), x0.x > x0.y); 37 var x12 = x0.xyxy + C.xxzz; 44 var p = permute_3d(permute_3d(i.y + vec3(0., i1.y, 1.)) + i.x + vec3(0., i1.x, 1.)); 45 var m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3(0.)); 51 let x = 2. * fract(p * C.www) - 1.; 53 let ox = floor(x + 0.5); 58 m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); 61 let g = vec3(a0.x * x0.x + h.x * x0.y, a0.yz * x12.xz + h.yz * x12.yw); 62 return 130. * dot(m, g); 67fn permute4_(x: vec4<f32>) -> vec4<f32> { return ((x * 34.0 + 1.0) * x) % vec4<f32>(289.0); } 68fn taylorInvSqrt4_(r: vec4<f32>) -> vec4<f32> { return 1.79284291400159 - 0.85373472095314 * r; } 69fn fade3_(t: vec3<f32>) -> vec3<f32> { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } 71fn perlin_3d(P: vec3<f32>) -> f32 { 72 var Pi0 : vec3<f32> = floor(P); 73 var Pi1 : vec3<f32> = Pi0 + vec3<f32>(1.0); 74 Pi0 = Pi0 % vec3<f32>(289.0); 75 Pi1 = Pi1 % vec3<f32>(289.0); 77 let Pf1 = Pf0 - vec3<f32>(1.0); 78 let ix = vec4<f32>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); 79 let iy = vec4<f32>(Pi0.yy, Pi1.yy); 83 let ixy = permute4_(permute4_(ix) + iy); 84 let ixy0 = permute4_(ixy + iz0); 85 let ixy1 = permute4_(ixy + iz1); 87 var gx0: vec4<f32> = ixy0 / 7.0; 88 var gy0: vec4<f32> = fract(floor(gx0) / 7.0) - 0.5; 90 var gz0: vec4<f32> = vec4<f32>(0.5) - abs(gx0) - abs(gy0); 91 var sz0: vec4<f32> = step(gz0, vec4<f32>(0.0)); 92 gx0 = gx0 + sz0 * (step(vec4<f32>(0.0), gx0) - 0.5); 93 gy0 = gy0 + sz0 * (step(vec4<f32>(0.0), gy0) - 0.5); 95 var gx1: vec4<f32> = ixy1 / 7.0; 96 var gy1: vec4<f32> = fract(floor(gx1) / 7.0) - 0.5; 98 var gz1: vec4<f32> = vec4<f32>(0.5) - abs(gx1) - abs(gy1); 99 var sz1: vec4<f32> = step(gz1, vec4<f32>(0.0)); 100 gx1 = gx1 - sz1 * (step(vec4<f32>(0.0), gx1) - 0.5); 101 gy1 = gy1 - sz1 * (step(vec4<f32>(0.0), gy1) - 0.5); 103 var g000: vec3<f32> = vec3<f32>(gx0.x, gy0.x, gz0.x); 104 var g100: vec3<f32> = vec3<f32>(gx0.y, gy0.y, gz0.y); 105 var g010: vec3<f32> = vec3<f32>(gx0.z, gy0.z, gz0.z); 106 var g110: vec3<f32> = vec3<f32>(gx0.w, gy0.w, gz0.w); 107 var g001: vec3<f32> = vec3<f32>(gx1.x, gy1.x, gz1.x); 108 var g101: vec3<f32> = vec3<f32>(gx1.y, gy1.y, gz1.y); 109 var g011: vec3<f32> = vec3<f32>(gx1.z, gy1.z, gz1.z); 110 var g111: vec3<f32> = vec3<f32>(gx1.w, gy1.w, gz1.w); 112 let norm0 = taylorInvSqrt4_( 113 vec4<f32>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); 114 g000 = g000 * norm0.x; 115 g010 = g010 * norm0.y; 116 g100 = g100 * norm0.z; 117 g110 = g110 * norm0.w; 118 let norm1 = taylorInvSqrt4_( 119 vec4<f32>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); 120 g001 = g001 * norm1.x; 121 g011 = g011 * norm1.y; 122 g101 = g101 * norm1.z; 123 g111 = g111 * norm1.w; 125 let n000 = dot(g000, Pf0); 126 let n100 = dot(g100, vec3<f32>(Pf1.x, Pf0.yz)); 127 let n010 = dot(g010, vec3<f32>(Pf0.x, Pf1.y, Pf0.z)); 128 let n110 = dot(g110, vec3<f32>(Pf1.xy, Pf0.z)); 129 let n001 = dot(g001, vec3<f32>(Pf0.xy, Pf1.z)); 130 let n101 = dot(g101, vec3<f32>(Pf1.x, Pf0.y, Pf1.z)); 131 let n011 = dot(g011, vec3<f32>(Pf0.x, Pf1.yz)); 132 let n111 = dot(g111, Pf1); 134 var fade_xyz: vec3<f32> = fade3_(Pf0); 135 let temp = vec4<f32>(f32(fade_xyz.z)); 136 let n_z = mix(vec4<f32>(n000, n100, n010, n110), vec4<f32>(n001, n101, n011, n111), temp); 137 let n_yz = mix(n_z.xy, n_z.zw, vec2<f32>(f32(fade_xyz.y))); 138 let n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); 145fn hash_23_(p: vec2<f32>) -> vec3<f32> { 146 let q = vec3<f32>(dot(p, vec2<f32>(127.1, 311.7)), 147 dot(p, vec2<f32>(269.5, 183.3)), 148 dot(p, vec2<f32>(419.2, 371.9))); 149 return fract(sin(q) * 43758.5453); 152fn voro_2d(x: vec2<f32>, u: f32, v: f32) -> f32 { 155 let k = 1.0 + 63.0 * pow(1. - v, 4.0); 158 for(var j: i32 = -2; j <= 2; j = j + 1) { 159 for(var i: i32 = -2; i <= 2; i = i + 1) { 160 let g = vec2<f32>(f32(i), f32(j)); 161 let o = hash_23_(p + g) * vec3<f32>(u, u, 1.0); 162 let r = g - f + o.xy; 164 let ww = pow(1. - smoothstep(0.0, 1.414, sqrt(d)), k); 174fn nrand(n: vec2<f32>) -> f32 { 175 return fract(sin(dot(n, vec2<f32>(12.9898, 4.1414))) * 43758.5453); 178fn noise_2d(n: vec2<f32>) -> f32 { 179 let d = vec2<f32>(0.0, 1.0); 181 let f = smoothstep(vec2<f32>(0.0), vec2<f32>(1.0), fract(n)); 182 return mix(mix(nrand(b), nrand(b + d.yx), f.x), mix(nrand(b + d.xy), nrand(b + d.yy), f.x), f.y); 187const ALPHA: f32 = 0.14; 188const INV_ALPHA: f32 = 7.14285714286; 189const K: f32 = 0.08912676813; 191fn inv_error_function(x: f32) -> f32 { 192 let y: f32 = log(1.0 - x*x); 193 let z: f32 = K + 0.5 * y; 194 return sqrt(sqrt(z*z - y * INV_ALPHA) - z) * sign(x); 198fn gaussian_rand(n: vec2<f32>) -> f32 { 199 let x: f32 = nrand(n * 13.7); 201 return inv_error_function(x * 2.0 - 1.0) * 0.3;