Node: Gabor Noise Texture #110802
|
@ -15,7 +15,7 @@ float fractal_noise(float p, float octaves, float roughness, float lacunarity, b
|
|||
octaves = clamp(octaves, 0.0, 15.0);
|
||||
int n = int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
sum += t * amp;
|
||||
maxamp += amp;
|
||||
amp *= clamp(roughness, 0.0, 1.0);
|
||||
|
@ -23,7 +23,7 @@ float fractal_noise(float p, float octaves, float roughness, float lacunarity, b
|
|||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
|
||||
mix(sum, sum2, rmd);
|
||||
|
@ -43,7 +43,7 @@ float fractal_noise(vec2 p, float octaves, float roughness, float lacunarity, bo
|
|||
octaves = clamp(octaves, 0.0, 15.0);
|
||||
int n = int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
sum += t * amp;
|
||||
maxamp += amp;
|
||||
amp *= clamp(roughness, 0.0, 1.0);
|
||||
|
@ -51,7 +51,7 @@ float fractal_noise(vec2 p, float octaves, float roughness, float lacunarity, bo
|
|||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
|
||||
mix(sum, sum2, rmd);
|
||||
|
@ -71,7 +71,7 @@ float fractal_noise(vec3 p, float octaves, float roughness, float lacunarity, bo
|
|||
octaves = clamp(octaves, 0.0, 15.0);
|
||||
int n = int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
sum += t * amp;
|
||||
maxamp += amp;
|
||||
amp *= clamp(roughness, 0.0, 1.0);
|
||||
|
@ -79,7 +79,7 @@ float fractal_noise(vec3 p, float octaves, float roughness, float lacunarity, bo
|
|||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
|
||||
mix(sum, sum2, rmd);
|
||||
|
@ -99,7 +99,7 @@ float fractal_noise(vec4 p, float octaves, float roughness, float lacunarity, bo
|
|||
octaves = clamp(octaves, 0.0, 15.0);
|
||||
int n = int(octaves);
|
||||
for (int i = 0; i <= n; i++) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
sum += t * amp;
|
||||
maxamp += amp;
|
||||
amp *= clamp(roughness, 0.0, 1.0);
|
||||
|
@ -107,7 +107,7 @@ float fractal_noise(vec4 p, float octaves, float roughness, float lacunarity, bo
|
|||
}
|
||||
float rmd = octaves - floor(octaves);
|
||||
if (rmd != 0.0) {
|
||||
float t = snoise(fscale * co);
|
||||
float t = snoise(fscale * p);
|
||||
float sum2 = sum + t * amp;
|
||||
return normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
|
||||
mix(sum, sum2, rmd);
|
||||
|
|
Loading…
Reference in New Issue