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high quality deterministic PRNG in WebGPU & WGSL (xorshift128) - MIT licensed
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// each pixel is assigned 4 random u32 values per frame | |
@group(0) @binding(1) | |
var<storage, read> rnd_state: array<u32>; | |
// the current state within this pixel | |
var<private> local_rnd_state:vec4u; | |
fn random_u32(state:ptr<private,vec4u>) -> u32 { | |
var st:vec4u = *state; | |
/* Algorithm "xor128" from p. 5 of Marsaglia, "Xorshift RNGs" */ | |
// Load the state from the storage buffer | |
var t: u32 = st.w; | |
var s: u32 = st.x; | |
t ^= t << 11; | |
t ^= t >> 8; | |
var x:u32 = t ^ s ^ (s >> 19); | |
*state = vec4u( | |
x, s, st.y, st.z | |
); | |
return x; | |
} | |
fn random() -> f32 { | |
return f32(random_u32(&local_rnd_state)) / 0x100000000; | |
} | |
fn my_main () { | |
var idx:u32 = /* index of this pixel into your rnd_state buffer */; | |
// each pixel is assigned its own set of 4 random u32 for xorshift | |
// then this is stored in a local private space, so that each time | |
// random() is called, state will be shifted forward with xorshift | |
local_rnd_state = vec4u( | |
rnd_state[idx * 4 + 0], | |
rnd_state[idx * 4 + 1], | |
rnd_state[idx * 4 + 2], | |
rnd_state[idx * 4 + 3] | |
); | |
// now you are ready to call random() as many times as you like! | |
out_color = vec4( | |
random(), | |
random(), | |
random(), | |
1.0 | |
); | |
} |
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