﻿/******************************************************************************/
/*
  Project   - MudBun
  Publisher - Long Bunny Labs
              http://LongBunnyLabs.com
  Author    - Ming-Lun "Allen" Chou
              http://AllenChou.net
*/
/******************************************************************************/

#pragma kernel generate_noise_cache

#define kThreadGroupExtent (4)
#define kThreadGroupSize (kThreadGroupExtent * kThreadGroupExtent * kThreadGroupExtent)

#include "../../Shader/Noise/ClassicNoise3D.cginc"

RWTexture3D<float> noiseCache;
int3 noiseCacheDimension;
float noiseCacheDensity;
float3 noiseCachePeriod;

[numthreads(kThreadGroupExtent, kThreadGroupExtent, kThreadGroupExtent)]
void generate_noise_cache(uint3 id : SV_DispatchThreadID)
{
  if (any(id >= uint3(noiseCacheDimension)))
    return;

  noiseCache[id] = saturate(0.8f * pnoise(id / noiseCacheDensity, noiseCachePeriod) + 0.5f) - 0.5f;
}

