adding David Hoskins's hasing functions to shader builtins

https://www.shadertoy.com/view/4djSRW (hash without sine)
This commit is contained in:
Green Sky 2022-04-02 16:12:20 +02:00
parent 15ab73909f
commit 631b9433c2
4 changed files with 155 additions and 0 deletions

View File

@ -90,6 +90,7 @@ void Shader::setUniformMat3f(const std::string& name, const glm::mat3& matrix) {
}
// TODO: refactor this whole thing out
// FIXME: hangs if trailing whitespace
std::string Shader::parse(Engine& engine, const std::string& filePath) {
auto& fs = engine.getService<MM::Services::FilesystemService>();

View File

@ -84,6 +84,158 @@ vec3 tonemapReinhard(vec3 x) {
#endif
)")
// ==================== tonemapping.glsl ==================== END
// ==================== hashing.glsl ==================== START
FS_CONST_MOUNT_FILE("/shaders/builtin/hashing.glsl",
R"(
#ifndef INCLUDE_BUILTIN_HASHING
#define INCLUDE_BUILTIN_HASHING
// https://www.shadertoy.com/view/4djSRW
// Hash without Sine
// MIT License...
/* Copyright (c)2014 David Hoskins.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.*/
//----------------------------------------------------------------------------------------
// 1 out, 1 in...
float hash11(float p)
{
p = fract(p * .1031);
p *= p + 33.33;
p *= p + p;
return fract(p);
}
//----------------------------------------------------------------------------------------
// 1 out, 2 in...
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * .1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
//----------------------------------------------------------------------------------------
// 1 out, 3 in...
float hash13(vec3 p3)
{
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.zyx + 31.32);
return fract((p3.x + p3.y) * p3.z);
}
//----------------------------------------------------------------------------------------
// 2 out, 1 in...
vec2 hash21(float p)
{
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
//----------------------------------------------------------------------------------------
// 2 out, 2 in...
vec2 hash22(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
//----------------------------------------------------------------------------------------
// 2 out, 3 in...
vec2 hash23(vec3 p3)
{
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xx+p3.yz)*p3.zy);
}
//----------------------------------------------------------------------------------------
// 3 out, 1 in...
vec3 hash31(float p)
{
vec3 p3 = fract(vec3(p) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yzx+33.33);
return fract((p3.xxy+p3.yzz)*p3.zyx);
}
//----------------------------------------------------------------------------------------
// 3 out, 2 in...
vec3 hash32(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy+p3.yzz)*p3.zyx);
}
//----------------------------------------------------------------------------------------
// 3 out, 3 in...
vec3 hash33(vec3 p3)
{
p3 = fract(p3 * vec3(.1031, .1030, .0973));
p3 += dot(p3, p3.yxz+33.33);
return fract((p3.xxy + p3.yxx)*p3.zyx);
}
//----------------------------------------------------------------------------------------
// 4 out, 1 in...
vec4 hash41(float p)
{
vec4 p4 = fract(vec4(p) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
//----------------------------------------------------------------------------------------
// 4 out, 2 in...
vec4 hash42(vec2 p)
{
vec4 p4 = fract(vec4(p.xyxy) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
//----------------------------------------------------------------------------------------
// 4 out, 3 in...
vec4 hash43(vec3 p)
{
vec4 p4 = fract(vec4(p.xyzx) * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
//----------------------------------------------------------------------------------------
// 4 out, 4 in...
vec4 hash44(vec4 p4)
{
p4 = fract(p4 * vec4(.1031, .1030, .0973, .1099));
p4 += dot(p4, p4.wzxy+33.33);
return fract((p4.xxyz+p4.yzzw)*p4.zywx);
}
#endif
)")
// ==================== hashing.glsl ==================== END
}
} // MM::OpenGL

View File

@ -6,6 +6,7 @@ namespace MM::OpenGL {
// file list:
// - sampling.glsl
// - tonemapping.glsl
// - hashing.glsl
void load_builtin_shaders_fs(void);
} // MM::OpenGL

View File

@ -37,6 +37,7 @@ R"(
#include "/shaders/builtin/sampling.glsl"
#include "/shaders/builtin/tonemapping.glsl"
#include "/shaders/builtin/hashing.glsl"
void main() {
}