From: Daniel Karbach Date: Tue, 17 Mar 2015 16:19:55 +0000 (+0100) Subject: normalize worley noise values to (-1,1) X-Git-Url: http://git.localhorst.tv/?a=commitdiff_plain;ds=inline;h=b547bcbfaf7f47a9380c0995f7db7d3f1048acb2;p=blank.git normalize worley noise values to (-1,1) --- diff --git a/src/noise.cpp b/src/noise.cpp index 4400a1a..c86f833 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -119,7 +119,7 @@ WorleyNoise::WorleyNoise(unsigned int seed) float WorleyNoise::operator ()(const glm::vec3 &in) const { glm::vec3 center = floor(in); - float closest = 4.0f; + float closest = 1.0f; // cannot be farther away than 1.0 for (int z = -1; z <= 1; ++z) { for (int y = -1; y <= 1; ++y) { @@ -141,7 +141,7 @@ float WorleyNoise::operator ()(const glm::vec3 &in) const { point.z += float(cube_rand % 200000) / 200000.0f; glm::vec3 diff(in - point); - float distance = dot(diff, diff); + float distance = sqrt(dot(diff, diff)); if (distance < closest) { closest = distance; } @@ -150,7 +150,9 @@ float WorleyNoise::operator ()(const glm::vec3 &in) const { } } - return closest; + // closest ranges (0, 1), so normalizing to (-1,1) is trivial + // though heavily biased towards lower numbers + return 2.0f * closest - 1.0f; } }