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Fixed noise tests
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@ -13,15 +13,15 @@
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int main()
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int main()
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{
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{
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float ValueSNoise2D = glm::snoise(glm::vec2(0.5f));
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float ValueSNoise2D = glm::simplex(glm::vec2(0.5f));
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float ValueSNoise3D = glm::snoise(glm::vec3(0.5f));
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float ValueSNoise3D = glm::simplex(glm::vec3(0.5f));
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float ValueSNoise4D = glm::snoise(glm::vec4(0.5f));
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float ValueSNoise4D = glm::simplex(glm::vec4(0.5f));
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float ValueCNoise2D = glm::cnoise(glm::vec2(0.5f));
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float ValueCNoise2D = glm::perlin(glm::vec2(0.5f));
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float ValueCNoise3D = glm::cnoise(glm::vec3(0.5f));
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float ValueCNoise3D = glm::perlin(glm::vec3(0.5f));
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float ValueCNoise4D = glm::cnoise(glm::vec4(0.5f));
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float ValueCNoise4D = glm::perlin(glm::vec4(0.5f));
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float ValuePNoise2D = glm::pnoise(glm::vec2(0.5f), glm::vec2(0.5f));
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float ValuePNoise2D = glm::perlin(glm::vec2(0.5f), glm::vec2(0.5f));
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float ValuePNoise3D = glm::pnoise(glm::vec3(0.5f), glm::vec3(0.5f));
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float ValuePNoise3D = glm::perlin(glm::vec3(0.5f), glm::vec3(0.5f));
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float ValuePNoise4D = glm::pnoise(glm::vec4(0.5f), glm::vec4(0.5f));
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float ValuePNoise4D = glm::perlin(glm::vec4(0.5f), glm::vec4(0.5f));
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}
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}
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