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implementing random function for strands #8730
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,23 @@ | ||
| // _p5_hash: "Hash without Sine" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW) | ||
| // Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/) | ||
| // α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal) | ||
| // α₂ = 1/φ₂² = 0.5698402910 | ||
| // 1/φ = 0.6180339887 (golden ratio conjugate) | ||
|
|
||
| float _p5_hash(vec3 p) { | ||
| p = fract(p * vec3(0.1031, 0.1030, 0.0973)); | ||
| p += dot(p, p.yxz + 33.33); | ||
| return fract((p.x + p.y) * p.z); | ||
| } | ||
|
|
||
| float random(float seed, float callIndex) { | ||
| vec2 pixelCoord = gl_FragCoord.xy; | ||
| // fract(seed * α₁) normalizes large seeds (e.g. performance.now()) into [0,1) | ||
| // and spreads them optimally via the R₂ sequence's plastic constant | ||
| float s = fract(seed * 0.7548776662); | ||
| return _p5_hash(vec3( | ||
| pixelCoord.x + s, | ||
| pixelCoord.y + callIndex * 0.5698402910, | ||
| s + callIndex * 0.6180339887 | ||
| )); | ||
| } |
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| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,21 @@ | ||
| // _p5_hash: "Hash without Sine" by Dave Hoskins (https://www.shadertoy.com/view/4djSRW) | ||
| // Mixing constants: R₂ sequence by Martin Roberts (https://extremelearning.com.au/unreasonable-effectiveness-of-quasirandom-sequences/) | ||
| // α₁ = 1/φ₂ = 0.7548776662 (plastic constant reciprocal) | ||
| // α₂ = 1/φ₂² = 0.5698402910 | ||
| // 1/φ = 0.6180339887 (golden ratio conjugate) | ||
|
|
||
| float _p5_hash(vec3 p) { | ||
| p = fract(p * vec3(0.1031, 0.1030, 0.0973)); | ||
| p += dot(p, p.yxz + 33.33); | ||
| return fract((p.x + p.y) * p.z); | ||
| } | ||
|
|
||
| float random(float seed, float callIndex) { | ||
| float vid = float(gl_VertexID); | ||
| float s = fract(seed * 0.7548776662); | ||
| return _p5_hash(vec3( | ||
| vid + s, | ||
| vid * 0.5698402910 + callIndex * 0.6180339887, | ||
| s + callIndex * 0.7548776662 | ||
| )); | ||
| } |
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I think that means that if you were to call
random()in a for loop, e.g.:...then they'd all get the same random value added to them because
randomhere is just one AST node and would have one fixed call index, translating into something like:Do we have the option of making the call index be a global variable in the shader code so that it's not fixed? e.g something like: