// https://github.com/cabbibo/glsl-tri-noise-3d
import { Loop } from '../utils/LoopNode.js';
import { float, vec3, Fn } from '../tsl/TSLBase.js';
/** @module TriNoise3D **/
const tri = /*@__PURE__*/ Fn( ( [ x ] ) => {
return x.fract().sub( .5 ).abs();
} ).setLayout( {
name: 'tri',
type: 'float',
inputs: [
{ name: 'x', type: 'float' }
]
} );
const tri3 = /*@__PURE__*/ Fn( ( [ p ] ) => {
return vec3( tri( p.z.add( tri( p.y.mul( 1. ) ) ) ), tri( p.z.add( tri( p.x.mul( 1. ) ) ) ), tri( p.y.add( tri( p.x.mul( 1. ) ) ) ) );
} ).setLayout( {
name: 'tri3',
type: 'vec3',
inputs: [
{ name: 'p', type: 'vec3' }
]
} );
/**
* Generates a noise value from the given position, speed and time parameters.
*
* @method
* @param {Node<vec3>} position - The position.
* @param {Node<float>} speed - The speed.
* @param {Node<float>} time - The time.
* @return {Node<float>} The generated noise.
*/
export const triNoise3D = /*@__PURE__*/ Fn( ( [ position, speed, time ] ) => {
const p = vec3( position ).toVar();
const z = float( 1.4 ).toVar();
const rz = float( 0.0 ).toVar();
const bp = vec3( p ).toVar();
Loop( { start: float( 0.0 ), end: float( 3.0 ), type: 'float', condition: '<=' }, () => {
const dg = vec3( tri3( bp.mul( 2.0 ) ) ).toVar();
p.addAssign( dg.add( time.mul( float( 0.1 ).mul( speed ) ) ) );
bp.mulAssign( 1.8 );
z.mulAssign( 1.5 );
p.mulAssign( 1.2 );
const t = float( tri( p.z.add( tri( p.x.add( tri( p.y ) ) ) ) ) ).toVar();
rz.addAssign( t.div( z ) );
bp.addAssign( 0.14 );
} );
return rz;
} ).setLayout( {
name: 'triNoise3D',
type: 'float',
inputs: [
{ name: 'position', type: 'vec3' },
{ name: 'speed', type: 'float' },
{ name: 'time', type: 'float' }
]
} );