bevy_shader_utils 0.11.0

A utility package that provides a series of noise functions and other utilities for use in wgpu shaders.
Documentation
#define_import_path bevy_shader_utils::simplex_noise_2d

fn mod289_(x: vec2<f32>) -> vec2<f32> {
    return x - floor(x * (1. / 289.)) * 289.;
}

fn mod289_3_(x: vec3<f32>) -> vec3<f32> {
    return x - floor(x * (1. / 289.)) * 289.;
}

fn permute_three(x: vec3<f32>) -> vec3<f32> {
    return mod289_3_(((x * 34.) + 1.) * x);
}

//  MIT License. © Ian McEwan, Stefan Gustavson, Munrocket
fn simplex_noise_2d(v: vec2<f32>) -> f32 {
    let C = vec4(
        0.211324865405187, // (3.0-sqrt(3.0))/6.0
        0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
        -0.577350269189626, // -1.0 + 2.0 * C.x
        0.024390243902439 // 1.0 / 41.0
    );

    // First corner
    var i = floor(v + dot(v, C.yy));
    let x0 = v - i + dot(i, C.xx);

    // Other corners
    var i1: vec2<f32> = select(vec2<f32>(0., 1.), vec2<f32>(1., 0.), (x0.x > x0.y));

    // x0 = x0 - 0.0 + 0.0 * C.xx ;
    // x1 = x0 - i1 + 1.0 * C.xx ;
    // x2 = x0 - 1.0 + 2.0 * C.xx ;
    var x12 = x0.xyxy + C.xxzz;
    x12.x = x12.x - i1.x;
    x12.y = x12.y - i1.y;

    // Permutations
    i = mod289_(i); // Avoid truncation effects in permutation

    var p = permute_three(permute_three(i.y + vec3(0., i1.y, 1.)) + i.x + vec3(0., i1.x, 1.));
    var m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3(0.));
    m *= m;
    m *= m;

    // Gradients: 41 points uniformly over a line, mapped onto a diamond.
    // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
    let x = 2. * fract(p * C.www) - 1.;
    let h = abs(x) - 0.5;
    let ox = floor(x + 0.5);
    let a0 = x - ox;

    // Normalize gradients implicitly by scaling m
    // Approximation of: m *= inversesqrt( a0*a0 + h*h );
    m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);

    // Compute final noise value at P
    let g = vec3(a0.x * x0.x + h.x * x0.y, a0.yz * x12.xz + h.yz * x12.yw);
    return 130. * dot(m, g);
}