/** * @ Version: SCREEN SPACE SHADERS - UPDATE 12.5 * @ Description: Main file - Noise * @ Modified time: 2022-11-23 14:22 * @ Author: https://www.moddb.com/members/ascii1457 * @ Mod: https://www.moddb.com/mods/stalker-anomaly/addons/screen-space-shaders */ float4 SSFX_mod289(float4 x) { return x - floor(x / 289.0f) * 289.0f; } float4 SSFX_permute(float4 x) { return SSFX_mod289((x * 34.0f + 1.0f) * x); } float SSFX_noise(float2 tc) { float2 noise = frac(tc.xy * 0.5f); return noise.x + noise.y * 0.5f; } float2 SSFX_noise2(float2 p) { p = p % 289; float x = (34 * p.x + 1) * p.x % 289 + p.y; x = (34 * x + 1) * x % 289; x = frac(x / 41) * 2 - 1; return normalize(float2(x - floor(x + 0.5), abs(x) - 0.5)); } float SSFX_gradient_noise_IGN(float2 uv) { // IGN uv = frac(uv); float f = 0.06711056 * uv.x + 0.00583715 * uv.y; return frac(52.9829189 * frac(f)); } float SSFX_gradientNoise(float2 p) { float2 ip = floor(p); float2 fp = frac(p); float d00 = dot(SSFX_noise2(ip), fp); float d01 = dot(SSFX_noise2(ip + float2(0, 1)), fp - float2(0, 1)); float d10 = dot(SSFX_noise2(ip + float2(1, 0)), fp - float2(1, 0)); float d11 = dot(SSFX_noise2(ip + float2(1, 1)), fp - float2(1, 1)); fp = fp * fp * fp * (fp * (fp * 6 - 15) + 10); return lerp(lerp(d00, d01, fp.y), lerp(d10, d11, fp.y), fp.x); }