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question:帮我用python实现一个和下列一样的效果: uint hash(uint s) { s ^= 2747636419u; s *= 2654435769u; s ^= s >> 16; s *= 2654435769u; s ^= s >> 16; s *= 2654435769u; return s; } float Fade(float t) { return smoothstep(0.0, 1.0, t); } float Lerp(float t, float a, float b) { return a + t*(b-a); } float randVal(uint x, uint y) { uint rand = hash(x^y)^hash(x)^hash(y); float fv = float(rand%1000000u)/1000000.0; return fv; /*int h = int(rand)%4; if(h == 0) return vec2(1.0, 1.0); else if(h == 1) return vec2(-1.0, 1.0); else if(h == 2) return vec2(-1.0, -1.0); else return vec2(1.0, -1.0);*/ } float perlinNoise(vec2 p) { int xl = int(floor(p.x)); int xh = int(ceil(p.x)); int yl = int(floor(p.y)); int yh = int(ceil(p.y)); /*float v1 = dot(randVec(uint(xl), uint(yl)), p-vec2(xl, yl))*0.5+0.5; float v2 = dot(randVec(uint(xh), uint(yl)), p-vec2(xh, yl))*0.5+0.5; float v3 = dot(randVec(uint(xl), uint(yh)), p-vec2(xl, yh))*0.5+0.5; float v4 = dot(randVec(uint(xh), uint(yh)), p-vec2(xh, yh))*0.5+0.5;*/ float v1 = randVal(uint(xl), uint(yl)); float v2 = randVal(uint(xh), uint(yl)); float v3 = randVal(uint(xl), uint(yh)); float v4 = randVal(uint(xh), uint(yh)); float xf = p.x-floor(p.x); float yf = p.y-floor(p.y); float u = Fade(xf); float v = Fade(yf); return Lerp(v, Lerp(u, v1, v2), Lerp(u, v3, v4)); } mat2 rt = mat2(0.7071067, -0.7071067, 0.7071067, 0.7071067); float rotatedPerlinNoise(vec2 p) { return (perlinNoise(p)+perlinNoise(p*rt+vec2(1000.0, 1000.0)))/2.0; } float fractalPerlinNoise(vec2 p) { int steps = 3; float val = rotatedPerlinNoise(p); float sig = 0.4; float sigmlt = 0.4; float scale = 2.0; float scalemlt = 2.0; for (int i = 0; i < steps; i++) { val = val*(1.0-sig)+sig*rotatedPerlinNoise(p*scale); sig *= sigmlt; scale *= scalemlt; } return val; } vec4 colFromGreyscale(float f) { if (f > 0.8) return vec4(1.0, 1.0, 1.0, 1.0); if (f > 0.7) return vec4(0.58, 0.36, 0.0, 1.0); if (f > 0.5) return vec4(0.098, 0.498, 0.039, 1.0); if (f > 0.3) return vec4(0.165, 0.863, 0.059, 1.0); if (f > 0.25) return vec4(0.918, 0.941, 0.141, 1.0); return vec4(0.141, 0.675, 0.941, 1.0); vec4 col0 = vec4(0.7, 0.0, 0.0, 1.0); vec4 col1 = vec4(1.3, 1.0, 0.0, 1.0); vec4 res = col0*f+(1.0-f)*col1; return res; } vec2 mousePs; vec2 pixelToSpace(vec2 p) { p.x *= 10.0; p.y *= 5.0; p += mousePs*1.0; p += vec2(35.0, 35.0); return p; } void animateMouse() { vec2 minp = iResolution.xy*3.0/4.0; vec2 maxp = iResolution.xy; mousePs = vec2(cos(iTime*0.009), sin(iTime*0.007))*(maxp-minp)+minp; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord/iResolution.xy; mousePs = iMouse.xy; if (iMouse.xy == vec2(0.0)) animateMouse(); vec2 cp = uv-vec2(0.5, 0.5); float dst = sqrt(cp.x*cp.x+cp.y*cp.y)/0.707; dst = 1.0-dst; dst *= sqrt(mousePs.x*mousePs.x+mousePs.y*mousePs.y)/sqrt(iResolution.x*iResolution.x+iResolution.y*iResolution.y)*1.5; uv = pixelToSpace(uv); float ht = fractalPerlinNoise(uv)*dst; fragColor = colFromGreyscale(ht); }

answer:Here's the code converted into Python using the pygame library as the closest thing to replicate shaders: ```python import pygame import math import numpy as np def uint(s): return s & 0xFFFFFFFF def hash(s): s = uint(s ^ 2747636419) s = uint(s * 2654435769) s = uint(s ^ (s >> 16)) s = uint(s * 2654435769) s = uint(s ^ (s >> 16)) s = uint(s * 2654435769) return s def Fade(t): return 3 * t ** 2 - 2 * t ** 3 def Lerp(t, a, b): return a + t * (b - a) def randVal(x, y): rand = hash(x ^ y) ^ hash(x) ^ hash(y) fv = float(rand % 1000000) / 1000000.0 return fv def perlinNoise(p): xl = int(np.floor(p[0])) xh = int(np.ceil(p[0])) yl = int(np.floor(p[1])) yh = int(np.ceil(p[1])) v1 = randVal(uint(xl), uint(yl)) v2 = randVal(uint(xh), uint(yl)) v3 = randVal(uint(xl), uint(yh)) v4 = randVal(uint(xh), uint(yh)) xf = p[0] - np.floor(p[0]) yf = p[1] - np.floor(p[1]) u = Fade(xf) v = Fade(yf) return Lerp(v, Lerp(u, v1, v2), Lerp(u, v3, v4)) class pygame_main: def __init__(self): pygame.init() self.iResolution = np.array((640, 480), dtype=np.float32) self.mousePs = np.zeros(2) self.screen = pygame.display.set_mode(self.iResolution.astype(int).tolist()) self.clock = pygame.time.Clock() self.running = True self.FPS = 30 def pixelToSpace(self, p): p[0] *= 10.0 p[1] *= 5.0 p += self.mousePs * 1.0 p += np.array((35.0, 35.0)) return p def colFromGreyscale(self, f): if f > 0.8: return np.array([1.0, 1.0, 1.0]) if f > 0.7: return np.array([0.58, 0.36, 0.0]) if f > 0.5: return np.array([0.098, 0.498, 0.039]) if f > 0.3: return np.array([0.165, 0.863, 0.059]) if f > 0.25: return np.array([0.918, 0.941, 0.141]) return np.array([0.141, 0.675, 0.941]) def main(self): while self.running: for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False self.screen.fill((0, 0, 0)) self.mousePs = np.array(pygame.mouse.get_pos(), dtype=np.float32) for x in range(self.iResolution[0].astype(int)): for y in range(self.iResolution[1].astype(int)): uv = np.array((x, y), dtype=np.float32) / self.iResolution uv = self.pixelToSpace(uv) ht = perlinNoise(uv) color = self.colFromGreyscale(ht) * 255 self.screen.set_at((x, y), color.astype(int).tolist()) pygame.display.flip() self.clock.tick(self.FPS) pygame.quit() if __name__ == "__main__": main_obj = pygame_main() main_obj.main() ``` This code requires the pygame library. You can install it using pip: ```bash pip install pygame ``` Please keep in mind that the performance of this implementation might not be as good as the original shader code since shaders run on the GPU, and this Python code will run on the CPU. It's also not as optimized as shader code.

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