GLSL 2D Perlin噪音看起来不可思议

问题描述:

作为大学作业的一部分,我必须在GLSL中实施Perlin噪音。我用这个幻灯片作为我的参考:GLSL 2D Perlin噪音看起来不可思议

除了这个wikipedia article

我当然说我应该得到的东西是这样的:

不幸的是我得到这个,当我运行我的代码:

加入0.5噪声值I得到这个:

对我而言,奇怪的是插值似乎不能很好地从一个单元格运行到另一个单元格。就好像插值函数没有C2连续性一样。这很奇怪,因为我用于插值的函数确实有这个属性。你有什么想法,这个问题可能来自哪里?

这是我的片段着色器代码:

#version 330 

in vec2 uv; 

out vec3 color; 

uniform int width; 
uniform int height; 

float simple_rand(vec2 co) { 
    return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); 
} 

vec2 rand(vec2 co) { 
    float angle = 3.141592654 * 2 * simple_rand(co); 
    return vec2(sin(angle), cos(angle)); 
} 

// mix function as described in the slides 
float lerp(float x, float y, float alpha) { 
    return (1 - alpha) * x + alpha * y; 
} 

// interpolation function as described in the slides 
float f(float t) { 
    return t*t*t * (t * (6.0*t - 15.0) + 10.0); 
} 

vec3 noise(vec2 vec) { 
    // number of pixels per cell 
    int cell_px = 50; 

    // get coordinates of current cell corners and calculate random gradients 
    // GRID coordinates 
    int cx = int(floor(vec.x * width/cell_px)); 
    int cy = int(floor(vec.y * height/cell_px)); 
    // ABSOLUTE coordinates 
    vec2 x0y0 = vec2(cx*cell_px, cy*cell_px); 
    vec2 x1y1 = vec2(x0y0.x + cell_px, x0y0.y + cell_px); 
    vec2 x0y1 = vec2(x0y0.x, x1y1.y); 
    vec2 x1y0 = vec2(x1y1.x, x0y0.y); 

    // vec translated to inner cell coordinates, relative to x0y0, must be between 0 and 1 
    vec2 cell_vec = vec2((vec.x * width - x0y0.x)/cell_px, (vec.y * height - x0y0.y)/cell_px); 

    // compute difference vectors 
    vec2 a = vec2(cell_vec); 
    vec2 b = vec2(1.0 - cell_vec.x, cell_vec.y); 
    vec2 c = vec2(cell_vec.x, 1.0 - cell_vec.y); 
    vec2 d = vec2(1.0 - cell_vec.x, 1.0 - cell_vec.y); 

    // dot products to get scalar values from the corners 
    float s = dot(rand(x0y0), a); 
    float t = dot(rand(x1y0), b); 
    float u = dot(rand(x0y1), c); 
    float v = dot(rand(x1y1), d); 

    float st_ = lerp(s, t, f(cell_vec.x)); 
    float uv_ = lerp(u, v, f(cell_vec.x)); 
    float noise = lerp(st_, uv_, f(cell_vec.y)); 

    return vec3(noise); 
} 

void main() { 
    color = noise(uv); 
} 

vec2 cell_vec = vec2((vec.x * width - x0y0.x)/cell_px, (vec.y * height - x0y0.y)/cell_px);

除以一个intint可以做奇怪的事情。您可以尝试先将cell_px转换为float