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- import { float, Fn, fract, int, vec2, vec4 } from 'three/tsl';
- /**
- * Returns a TSL function that samples texture-free analytic R² noise.
- * Index 0 uses continuous screen pixels; other indices tile-shift with an R²
- * sequence into a 64×64 period. Values are four independent R² dimensions
- * hashed from the sample coordinates.
- *
- * @param {UniformNode<Vector2>} resolution
- * @param {number} [seed=0] - Added to the coordinate hash so each pass gets an independent R² phase.
- */
- export function bindAnalyticNoise( resolution, seed = 0 ) {
- const seedOffset = int( seed );
- const r4 = ( coords ) => {
- const P = 1.32471795724474602596;
- const t = coords.x.mul( 1 / P ).add( coords.y.mul( 1 / P ** 2 ) ).add( float( seed ) );
- return vec4(
- fract( t.mul( P ).mul( 1 / P ) ),
- fract( t.mul( P * 2 ).mul( 1 / P ** 2 ) ),
- fract( t.mul( P * 3 ).mul( 0.4198754210 ) ), // this is not 1 / P ** 3, however this magic constant gives better noise
- fract( t.mul( P * 4 ).mul( 1 / P ** 3 ) )
- );
- };
- return Fn( ( [ uvCoord, sampleIndex ] ) => {
- const index = int( sampleIndex ).add( seedOffset );
- const noise = vec4().toVar();
- const tileSize = float( 32 );
- const screenPixel = uvCoord.mul( resolution ).floor();
- const offset = fract( vec2(
- float( index ).mul( 0.7548776662 ),
- float( index ).mul( 0.5698402910 )
- ) ).mul( tileSize ).floor();
- const coords = screenPixel.add( offset ).mod( tileSize );
- noise.assign( r4( coords ) );
- return noise;
- } );
- }
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