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Added snoise (2d) implementation draft
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@ -12,88 +12,7 @@ namespace glm
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namespace core{
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namespace function{
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namespace noise{
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namespace detail
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{
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template <typenane valType, typenane genType>
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inline vecType permute
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(
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genType const & x0,
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detail::tvec3<valType> const & p
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)
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{
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genType x1 = mod(x0 * p.y, p.x);
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return floor(mod((x1 + p.z) * x0, p.x));
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}
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template <typenane T>
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inline T taylorInvSqrt(T const & r)
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{
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return T(0.83666002653408) + T(0.7) * T(0.85373472095314) - T(0.85373472095314) * r);
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}
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}//namespace detail
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template <typename T>
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T simplexNoise2(detail::tvec2<T> const & v)
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{
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static const detail::tvec4<T> pParam(17. * 17., 34., 1., 7.);
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detail::tvec2<T> const C = detail::tvec2<T>(
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0.211324865405187134, // (3.0-sqrt(3.0))/6.;
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0.366025403784438597); // 0.5*(sqrt(3.0)-1.);
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detail::tvec3<T> const D = detail::tvec3<T>(0., 0.5, 2.0) * T(3.14159265358979312);
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// First corner
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detail::tvec2<T> i = floor(v + dot(v, detail::tvec2<T>(C.y)));
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detail::tvec2<T> x0 = v - i + dot(i, detail::tvec2<T>(C.x));
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// Other corners
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detail::tvec2<T> i1 = (x0.x > x0.y) ? detail::tvec2<T>(1, 0) : detail::tvec2<T>(0, 1) ;
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// x0 = x0 - 0. + 0. * C
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detail::tvec2<T> x1 = x0 - i1 + T(1) * detail::tvec2<T>(C.x);
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detail::tvec2<T> x2 = x0 - T(1) + T(2) * detail::tvec2<T>(C.x);
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// Permutations
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i = mod(i, pParam.x);
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detail::tvec3<T> p = permute(
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permute(i.y + detail::tvec3<T>(T(0), i1.y, T(1)), detail::tvec3<T>(pParam))
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+ i.x + detail::tvec3<T>(T(0), i1.x, T(1)), detail::tvec3<T>(pParam));
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#ifndef USE_CIRCLE
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// ( N points uniformly over a line, mapped onto a diamond.)
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detail::tvec3<T> x = fract(p / pParam.w) ;
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detail::tvec3<T> h = T(0.5) - abs(x) ;
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detail::tvec3<T> sx = detail::tvec3<T>(lessThan(x, detail::tvec3<T>(D.x))) * T(2) - T(1);
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detail::tvec3<T> sh = detail::tvec3<T>(lessThan(h, detail::tvec3<T>(D.x)));
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detail::tvec3<T> a0 = x + sx * sh;
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detail::tvec2<T> p0(a0.x, h.x);
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detail::tvec2<T> p1(a0.y, h.y);
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detail::tvec2<T> p2(a0.z, h.z);
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# ifdef NORMALISE_GRADIENTS
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p0 *= taylorInvSqrt(dot(p0, p0));
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p1 *= taylorInvSqrt(dot(p1, p1));
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p2 *= taylorInvSqrt(dot(p2, p2));
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# endif
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detail::tvec3<T> g = T(2) * detail::tvec3<T>(dot(p0, x0), dot(p1, x1), dot(p2, x2));
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#else
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// N points around a unit circle.
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detail::tvec3<T> phi = D.z * mod(p, pParam.w) / pParam.w;
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detail::tvec4<T> a0 = sin(phi.xxyy + D.xyxy);
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detail::tvec2<T> a1 = sin(detail::tvec2<T>(phi.z) + D.xy);
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detail::tvec3<T> g = detail::tvec3<T>(
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dot(a0.xy, x0),
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dot(detail::tvec2<T>(a0.z, a0.w), x1),
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dot(detail::tvec2<T>(a1.x, a1.y), x2));
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#endif
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// mix
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detail::tvec3<T> m = max(T(0.5) - detail::tvec3<T>(dot(x0,x0), dot(x1, x1), dot(x2, x2)), T(0));
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m = m * m ;
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return T(1.66666) * T(70) * dot(m * m, g);
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}
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}//namespace noise
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}//namespace function
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@ -69,7 +69,6 @@
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#include "./gtx/raw_data.hpp"
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#include "./gtx/reciprocal.hpp"
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#include "./gtx/rotate_vector.hpp"
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#include "./gtx/simplex.hpp"
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#include "./gtx/spline.hpp"
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#include "./gtx/std_based_type.hpp"
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#include "./gtx/string_cast.hpp"
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@ -40,22 +40,22 @@ namespace glm
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//! Classic perlin noise.
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//! From GLM_GTX_noise extension.
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template <typename vecType>
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typename vecType::value_type cnoise(
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vecType const & p);
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template <typename T, template<typename> class vecType>
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typename T cnoise(
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vecType<T> const & p);
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//! Periodic perlin noise.
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//! From GLM_GTX_noise extension.
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template <typename vecType>
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typename vecType::value_type pnoise(
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vecType const & p,
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vecType const & rep);
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template <typename T, template<typename> class vecType>
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typename T pnoise(
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vecType<T> const & p,
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vecType<T> const & rep);
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//! Simplex noise.
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//! From GLM_GTX_noise extension.
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template <typename vecType>
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typename vecType::value_type snoise(
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vecType const & p);
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template <typename T, template<typename> class vecType>
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typename T snoise(
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vecType<T> const & p);
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///@}
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@ -15,12 +15,72 @@
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// - GLM core
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///////////////////////////////////////////////////////////////////////////////////////////////////
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namespace glm{
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namespace glm
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{
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template <typename T>
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inline detail::tvec3<T> permute(detail::tvec3<T> const & x)
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{
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return mod(((x * T(34)) + T(1)) * x, T(289));
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}
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namespace gtx{
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namespace noise
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{
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template <typename T>
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inline T snoise(glm::detail::tvec2<T> const & v)
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{
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detail::tvec4<T> const C = detail::tvec4<T>(
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T( 0.211324865405187), // (3.0 - sqrt(3.0)) / 6.0
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T( 0.366025403784439), // 0.5 * (sqrt(3.0) - 1.0)
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T(-0.577350269189626), // -1.0 + 2.0 * C.x
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T( 0.024390243902439)); // 1.0 / 41.0
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// First corner
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detail::tvec2<T> i = floor(v + dot(v, detail::tvec2<T>(C[1])));
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detail::tvec2<T> x0 = v - i + dot(i, detail::tvec2<T>(C[0]));
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// Other corners
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//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
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//i1.y = 1.0 - i1.x;
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detail::tvec2<T> i1 = (x0.x > x0.y) ? detail::tvec2<T>(1, 0) : detail::tvec2<T>(0, 1);
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// x0 = x0 - 0.0 + 0.0 * C.xx ;
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// x1 = x0 - i1 + 1.0 * C.xx ;
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// x2 = x0 - 1.0 + 2.0 * C.xx ;
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detail::tvec4<T> x12 = detail::tvec4<T>(x0.x, x0.y, x0.x, x0.y) + detail::tvec4<T>(C.x, C.x, C.z, C.z);
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x12 = detail::tvec4<T>(detail::tvec2<T>(x12) - i1, x12.z, x12.w);
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// Permutations
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i = mod(i, T(289)); // Avoid truncation effects in permutation
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detail::tvec3<T> p = permute(
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permute(i.y + detail::tvec3<T>(T(0), i1.y, T(1)))
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+ i.x + detail::tvec3<T>(T(0), i1.x, T(1)));
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/*
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detail::tvec3<T> m = max(T(0.5) - detail::tvec3<T>(
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dot(x0, x0),
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dot(detail::tvec2<T>(x12.x, x12.y), detail::tvec2<T>(x12.x, x12.y)),
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dot(detail::tvec2<T>(x12.z, x12.w), detail::tvec2<T>(x12.z, x12.w)), T(0.0));
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m = m * m ;
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m = m * m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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detail::tvec3<T> x = 2.0 * fract(p * C.w) - 1.0;
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detail::tvec3<T> h = abs(x) - 0.5;
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detail::tvec3<T> ox = floor(x + 0.5);
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detail::tvec3<T> a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
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// Compute final noise value at P
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detail::tvec3<T> g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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*/
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}
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}//namespace noise
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}//namespace gtx
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@ -13,5 +13,5 @@
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int main()
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{
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float ValueSNoise2D = glm::snoise(glm::vec2(0.5f));
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}
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