void Hash_Tchou_3_3_uint(uint3 v, out uint3 o) { // 16 alu (3 mul) v.y ^= v.x + v.z; // 2 issue: v.x + v.z == v.y --- result is always zero in this plane v.y = v.y * 134775813; // 1 (1 mul) v.z += v.x ^ v.y; // 2 v.y += v.x ^ v.z; // 2 v.x += v.y * v.z; // 2 (1 mul) v.x = v.x * 0x27d4eb2du; // 1 (1 mul) v.x ^= v.x << 16; // 2 v.z ^= v.x << 3; // 2 v.y += v.z << 3; // 2 o = v; } void Hash_Tchou_3_3_float(float3 i, out float3 o) { uint3 r, v = (uint3) (int3) round(i); Hash_Tchou_3_3_uint(v, r); o = r * (1.0 / float(0xffffffff)); } void Hash_Tchou_2_1_uint(uint2 v, out uint o) { v.y ^= 1103515245U; // 1 v.x *= v.y; // 1 mul v.x ^= v.x >> 3u; // 2 v.x *= 0x27d4eb2du; // 1 mul v.x ^= v.x >> 15u; // 2 o = v.x; } void Hash_Tchou_2_1_float(float2 i, out float o) { uint r; uint2 v = (uint2) (int2) round(i); Hash_Tchou_2_1_uint(v, r); o = r * (1.0 / float(0xffffffff)); } void Hash_Tchou_2_1_half(half2 i, out half o) { uint r; uint2 v = (uint2) (int2) round(i); Hash_Tchou_2_1_uint(v, r); o = r * (1.0 / float(0xffffffff)); } void Hash_Tchou_2_3_uint(uint2 q, out uint3 o) { // 13 ALU (3 mul) uint3 v = uint3(q, q.x ^ q.y); // TODO can we do without this? v.x *= v.y * v.z; // 2 (1 mul) v.x *= 0x27d4eb2du; // 1 (1 mul) v.x ^= v.x >> 4u; // 2 v.y += v.z ^ v.x; // 2 v.y ^= v.y >> 15u; // 2 v.y *= 0x27d4eb2du; // 1 (1 mul) v.z += v.x ^ v.y; // 2 v.x += v.z; // 1 o = v; } void Hash_Tchou_2_3_float(float2 i, out float3 o) { uint3 r; uint2 v = (uint2) (int2) round(i); Hash_Tchou_2_3_uint(v, r); o = r * (1.0 / float(0xffffffff)); } void Hash_PCG_3_3_uint(uint3 v, out uint3 o) { // 16 alu (7 mul) v = v * 1664525u + 1013904223u; // LCG (numerical recipes) v.x += v.y*v.z; v.y += v.z*v.x; v.z += v.x*v.y; v ^= v >> 16u; v.x += v.y*v.z; v.y += v.z*v.x; v.z += v.x*v.y; o = v; } void Hash_PCG_2_3_uint(uint2 v, out uint3 o) { Hash_PCG_3_3_uint(uint3(v, v.x ^ v.y), o); } void Hash_PCG_3_3_float(float3 i, out float3 o) { uint3 r, v = (uint3) (int3) round(i); Hash_PCG_3_3_uint(v, r); o = r * (1.0 / float(0xffffffff)); } void Hash_PCG_2_3_float(float2 i, out float3 o) { uint2 v = (uint2) (int2) round(i); uint3 r; Hash_PCG_2_3_uint(v, r); o = r * (1.0 / float(0xffffffff)); } void Hash_LegacySine_2_1_float(float2 i, out float o) { float angle = dot(i, float2(12.9898, 78.233)); #if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN)) // 'sin()' has bad precision on Mali GPUs for inputs > 10000 angle = fmod(angle, TWO_PI); // Avoid large inputs to sin() #endif o = frac(sin(angle)*43758.5453); } void Hash_LegacySine_2_1_half(half2 i, out half o) { half angle = dot(i, half2(12.9898, 78.233)); #if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN)) // 'sin()' has bad precision on Mali GPUs for inputs > 10000 angle = fmod(angle, TWO_PI); // Avoid large inputs to sin() #endif o = frac(sin(angle)*43758.5453); } void Hash_BetterSine_2_1_float(float2 i, out float o) { float angle = dot(i, float2(12.9898, 78.233) / 1000.0f); #if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN)) // 'sin()' has bad precision on Mali GPUs for inputs > 10000 angle = fmod(angle, TWO_PI); // Avoid large inputs to sin() #endif o = frac(sin(angle)*43758.5453); } void Hash_BetterSine_2_1_half(half2 i, out half o) { float angle = dot(i, half2(12.9898, 78.233) / 1000.0f); #if defined(SHADER_API_MOBILE) && (defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) || defined(SHADER_API_VULKAN)) // 'sin()' has bad precision on Mali GPUs for inputs > 10000 angle = fmod(angle, TWO_PI); // Avoid large inputs to sin() #endif o = frac(sin(angle)*43758.5453); } void Hash_LegacySine_2_2_float(float2 i, out float2 o) { float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98); o = frac(sin(mul(i, m))); } void Hash_LegacySine_2_2_half(half2 i, out half2 o) { half2x2 m = half2x2(15.27, 47.63, 99.41, 89.98); o = frac(sin(mul(i, m))); }