Squashed 'external/parallel-rdp/parallel-rdp-standalone/' content from commit 3f59f61f2c
git-subtree-dir: external/parallel-rdp/parallel-rdp-standalone git-subtree-split: 3f59f61f2c1c56424356003041df5e4a10612049
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parallel-rdp/shaders/noise.h
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parallel-rdp/shaders/noise.h
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/* Copyright (c) 2020 Themaister
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef NOISE_H_
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#define NOISE_H_
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u16 seeded_noise = U16_C(0);
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// From: https://www.shadertoy.com/view/XlXcW4 with slight modifications.
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void reseed_noise(uint x, uint y, uint primitive_offset)
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{
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const uint NOISE_PRIME = 1103515245u;
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uvec3 seed = uvec3(x, y, primitive_offset);
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seed = ((seed >> 8u) ^ seed.yzx) * NOISE_PRIME;
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seed = ((seed >> 8u) ^ seed.yzx) * NOISE_PRIME;
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seed = ((seed >> 8u) ^ seed.yzx) * NOISE_PRIME;
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seeded_noise = u16(seed.x >> 16u);
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}
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i16 noise_get_combiner()
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{
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return i16(((seeded_noise & U16_C(7u)) << U16_C(6u)) | U16_C(0x20u));
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}
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int noise_get_dither_alpha()
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{
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return int(seeded_noise & U16_C(7u));
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}
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int noise_get_dither_color()
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{
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// 3 bits of noise for RGB separately.
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return int(seeded_noise & U16_C(0x1ff));
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}
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u8 noise_get_blend_threshold()
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{
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return u8(seeded_noise & U16_C(0xffu));
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}
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uvec3 noise_get_full_gamma_dither()
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{
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uint seed = seeded_noise;
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return uvec3(seed & 0x3f, (seed >> 6u) & 0x3f, ((seed >> 9u) & 0x38) | (seed & 7u));
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}
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uvec3 noise_get_partial_gamma_dither()
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{
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return (uvec3(seeded_noise) >> uvec3(0, 1, 2)) & 1u;
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}
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#endif
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