diff --git a/libraries/procedural/src/procedural/ProceduralCommon.slf b/libraries/procedural/src/procedural/ProceduralCommon.slf index d4144ad537..dcc34b5131 100644 --- a/libraries/procedural/src/procedural/ProceduralCommon.slf +++ b/libraries/procedural/src/procedural/ProceduralCommon.slf @@ -264,6 +264,35 @@ float snoise(vec2 v) { return 130.0 * dot(m, g); } +// https://www.shadertoy.com/view/lsfGRr +float hifi_hash(float n) { + return fract(sin(n) * 43758.5453); +} + +float hifi_noise(in vec2 x) { + vec2 p = floor(x); + vec2 f = fract(x); + + f = f * f * (3.0 - 2.0 * f); + + float n = p.x + p.y * 57.0; + + return mix(mix(hifi_hash(n + 0.0), hifi_hash(n + 1.0), f.x), + mix(hifi_hash(n + 57.0), hifi_hash(n + 58.0), f.x), f.y); +} + +// https://www.shadertoy.com/view/MdX3Rr +// https://en.wikipedia.org/wiki/Fractional_Brownian_motion +float hifi_fbm(in vec2 p) { + const mat2 m2 = mat2(0.8, -0.6, 0.6, 0.8); + float f = 0.0; + f += 0.5000 * hifi_noise(p); p = m2 * p * 2.02; + f += 0.2500 * hifi_noise(p); p = m2 * p * 2.03; + f += 0.1250 * hifi_noise(p); p = m2 * p * 2.01; + f += 0.0625 * hifi_noise(p); + + return f / 0.9375; +} #define PROCEDURAL 1 diff --git a/libraries/script-engine/src/Vec3.cpp b/libraries/script-engine/src/Vec3.cpp index 88d6373b6d..6c8f618500 100644 --- a/libraries/script-engine/src/Vec3.cpp +++ b/libraries/script-engine/src/Vec3.cpp @@ -82,3 +82,8 @@ glm::vec3 Vec3::fromPolar(float elevation, float azimuth) { glm::vec3 v = glm::vec3(elevation, azimuth, 1.0f); return fromPolar(v); } + +float Vec3::getAngle(const glm::vec3& v1, const glm::vec3& v2) { + return glm::acos(glm::dot(glm::normalize(v1), glm::normalize(v2))); +} + diff --git a/libraries/script-engine/src/Vec3.h b/libraries/script-engine/src/Vec3.h index 07f2279d02..5f524eaf74 100644 --- a/libraries/script-engine/src/Vec3.h +++ b/libraries/script-engine/src/Vec3.h @@ -83,6 +83,7 @@ public slots: glm::vec3 toPolar(const glm::vec3& v); glm::vec3 fromPolar(const glm::vec3& polar); glm::vec3 fromPolar(float elevation, float azimuth); + float getAngle(const glm::vec3& v1, const glm::vec3& v2); private: const glm::vec3& UNIT_X() { return Vectors::UNIT_X; }