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//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-04-01
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// This code is licensed under the terms of the MIT license:
//
// Copyright (c) 2011 Stefan Gustavson (stefan.gustavson@liu.se)
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#version 120
vec4 permute(vec4 x)
{
x = mod(x, 289.0);
return floor(mod(((x*34.0)+1.0)*x, 289.0));
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec2 fade(vec2 t) {
return t*t*t*(t*(t*6.0-15.0)+10.0);
}
// Classic Perlin noise
float cnoise(vec2 P)
{
vec2 Pi = floor(P); // Integer part for indexing
vec2 Pf = fract(P); // Fractional part for interpolation
vec4 ox = vec4(0.0, 1.0, 0.0, 1.0);
vec4 oy = vec4(0.0, 0.0, 1.0, 1.0);
vec4 ix = vec4(Pi.x) + ox;
vec4 iy = vec4(Pi.y) + oy;
vec4 fx = vec4(Pf.x) - ox;
vec4 fy = vec4(Pf.y) - oy;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i / 43.0) - 1.0 ;
vec4 gy = abs(gx) - 0.5 ;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
// Classic Perlin noise, periodic variant
float pnoise(vec2 P, vec2 rep)
{
vec2 Pi = floor(P); // Integer part for indexing
vec2 Pf = fract(P); // Fractional part for interpolation
vec4 ox = vec4(0.0, 1.0, 0.0, 1.0);
vec4 oy = vec4(0.0, 0.0, 1.0, 1.0);
vec4 ix = mod(vec4(Pi.x) + ox, rep.x); // Index modulo period. The only
vec4 iy = mod(vec4(Pi.y) + oy, rep.y); // difference from cnoise().
vec4 fx = vec4(Pf.x) - ox;
vec4 fy = vec4(Pf.y) - oy;
vec4 i = permute(permute(ix) + iy);
vec4 gx = 2.0 * fract(i / 43.0) - 1.0 ;
vec4 gy = abs(gx) - 0.5 ;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x,gy.x);
vec2 g10 = vec2(gx.y,gy.y);
vec2 g01 = vec2(gx.z,gy.z);
vec2 g11 = vec2(gx.w,gy.w);
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
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