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https://github.com/seigler/generative
synced 2025-07-26 06:46:10 +00:00
Add noise
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df579cead2
commit
0e271449a6
4 changed files with 47 additions and 18 deletions
17
app/assets/shaders/white-noise.frag
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17
app/assets/shaders/white-noise.frag
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@ -0,0 +1,17 @@
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precision mediump float;
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uniform vec2 u_resolution;
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float random (vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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float rnd = random( st );
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gl_FragColor = vec4(vec3(rnd),0.05);
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}
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@ -1,21 +1,23 @@
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new p5(sketch => {
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sketch.disableFriendlyErrors = true;
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// reused dimensions and a seed
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let seed, width, height, maxD, goalInstances;
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let seed, width, height, maxD, goalInstances, noiseResolution, blurQuality;
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// offscreen layers
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let buffer, pass1, pass2;
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let buffer, pass1, pass2, noise;
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// shaders
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let blurH, blurV;
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let blurH, blurV, whiteNoise;
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sketch.preload = () => {
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// shaders, we will use the same vertex shader and frag shaders for both passes
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blurH = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
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blurV = sketch.loadShader('shaders/blur-two-pass/base.vert', 'shaders/blur-two-pass/blur.frag');
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blurH = sketch.loadShader('shaders/base.vert', 'shaders/blur-two-pass.frag');
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blurV = sketch.loadShader('shaders/base.vert', 'shaders/blur-two-pass.frag');
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whiteNoise = sketch.loadShader('shaders/base.vert', 'shaders/white-noise.frag');
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}
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sketch.setup = () => {
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goalInstances = 100;
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noiseResolution = 2;
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blurQuality = 2;
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goalInstances = 70;
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window.onhashchange = () => {
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seed = window.location.hash.substr(1);
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@ -28,17 +30,20 @@ new p5(sketch => {
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width = sketch.windowWidth;
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height = sketch.windowHeight;
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maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
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sketch.createCanvas(width, height);
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maxD = (width + height) * 1.75 / Math.sqrt(goalInstances);
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buffer = sketch.createGraphics(maxD, maxD);
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pass1 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
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pass2 = sketch.createGraphics(maxD, maxD, sketch.WEBGL);
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noise = sketch.createGraphics(width, height, sketch.WEBGL);
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buffer.noStroke();
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pass1.noStroke();
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pass2.noStroke();
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noise.noStroke();
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generate();
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};
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@ -71,13 +76,12 @@ new p5(sketch => {
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sketch.blendMode(sketch.BLEND);
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sketch.background('#000');
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sketch.blendMode(sketch.ADD);
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let resolution = 2;
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let sqpxEach = width * height / goalInstances; // square pixels per circle, helps with gridding
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let unit = Math.sqrt(sqpxEach);
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let rows = Math.max(1, Math.round(height / unit)) + 1;
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let cols = Math.max(1, Math.round(width / unit)) + 1;
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let noiseOffset = sketch.random(0, 1000);
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let noiseOffset = sketch.random(0, noiseResolution * 1000);
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let indices = [];
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for (let i = 0; i < rows * cols; i++) {
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indices[i] = i;
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@ -93,28 +97,28 @@ new p5(sketch => {
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// perlin noise "intensity"
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let intensity = sketch.noise(
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noiseOffset + row / rows * resolution,
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noiseOffset + col / cols * resolution
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noiseOffset + row / rows * noiseResolution,
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noiseOffset + col / cols * noiseResolution
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);
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let d = maxD * intensity; // diameter
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let c = sketch.color(100 * sketch.random(), 100, intensity * 90 + 10, intensity * 70 + 10); // color
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buffer.fill(c);
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buffer.circle(maxD / 2, maxD / 2, d); // always at the center of the buffer
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let iterations = 2;
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let blurSize = maxD / 80;
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for (let pass = 0; pass < iterations; pass++) {
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let radius = (iterations - pass) * blurSize / iterations;
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// blurQuality is number of blur iterations
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for (let pass = 0; pass < blurQuality; pass++) {
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let radius = (blurQuality - pass) * blurSize / blurQuality;
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pass1.shader(blurH);
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blurH.setUniform('tex0', pass == 0 ? buffer : pass2);
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blurH.setUniform('texelSize', [radius/maxD, radius/maxD]);
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blurH.setUniform('direction', [1.0, 0.0]);
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pass1.rect(0,0,maxD, maxD);
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pass1.rect(0, 0, maxD, maxD);
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pass2.shader(blurV);
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blurV.setUniform('tex0', pass1);
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blurV.setUniform('texelSize', [radius/maxD, radius/maxD]);
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blurV.setUniform('direction', [0.0, 1.0]);
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pass2.rect(0,0,maxD, maxD);
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pass2.rect(0, 0, maxD, maxD);
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}
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buffer.image(pass2, 0, 0, maxD, maxD);
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@ -149,6 +153,14 @@ new p5(sketch => {
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sketch.image(buffer, w - maxD / 2, h - maxD / 2);
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}
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noise.shader(whiteNoise);
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whiteNoise.setUniform('u_resolution', [width, height]);
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whiteNoise.setUniform('u_mean', 0.5);
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whiteNoise.setUniform('u_variation', 0.5);
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noise.rect(0, 0, width, height);
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sketch.blendMode(sketch.OVERLAY);
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sketch.image(noise, 0, 0);
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}
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function shuffle(array) { // Fisher-Yates shuffle
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