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#pragma once
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/*
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 * Mesa 3-D graphics library
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 * Version:  6.5
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 *
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 * Copyright (C) 2006  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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/*
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 * SimplexNoise1234
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 * Copyright (c) 2003-2005, Stefan Gustavson
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 *
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 * Contact: [email protected]
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 */
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/** \file
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    \brief C implementation of Perlin Simplex Noise over 1,2,3, and 4 dimensions.
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    \author Stefan Gustavson ([email protected])
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*/
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/*
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 * This implementation is "Simplex Noise" as presented by
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 * Ken Perlin at a relatively obscure and not often cited course
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 * session "Real-Time Shading" at Siggraph 2001 (before real
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 * time shading actually took on), under the title "hardware noise".
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 * The 3D function is numerically equivalent to his Java reference
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 * code available in the PDF course notes, although I re-implemented
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 * it from scratch to get more readable code. The 1D, 2D and 4D cases
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 * were implemented from scratch by me from Ken Perlin's text.
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 *
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 * This file has no dependencies on any other file, not even its own
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 * header file. The header file is made for use by external code only.
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 */
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#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
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/*
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 * ---------------------------------------------------------------------
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 * Static data
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 */
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/*
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 * Permutation table. This is just a random jumble of all numbers 0-255,
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 * repeated twice to avoid wrapping the index at 255 for each lookup.
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 * This needs to be exactly the same for all instances on all platforms,
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 * so it's easiest to just keep it as static explicit data.
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 * This also removes the need for any initialisation of this class.
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 *
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 * Note that making this an int[] instead of a char[] might make the
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 * code run faster on platforms with a high penalty for unaligned single
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 * byte addressing. Intel x86 is generally single-byte-friendly, but
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 * some other CPUs are faster with 4-aligned reads.
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 * However, a char[] is smaller, which avoids cache trashing, and that
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 * is probably the most important aspect on most architectures.
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 * This array is accessed a *lot* by the noise functions.
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 * A vector-valued noise over 3D accesses it 96 times, and a
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 * float-valued 4D noise 64 times. We want this to fit in the cache!
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 */
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static unsigned char perm[512] = {151,160,137,91,90,15,
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  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
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  151,160,137,91,90,15,
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  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
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};
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/*
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 * ---------------------------------------------------------------------
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 */
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/*
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 * Helper functions to compute gradients-dot-residualvectors (1D to 4D)
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 * Note that these generate gradients of more than unit length. To make
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 * a close match with the value range of classic Perlin noise, the final
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 * noise values need to be rescaled to fit nicely within [-1,1].
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 * (The simplex noise functions as such also have different scaling.)
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 * Note also that these noise functions are the most practical and useful
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 * signed version of Perlin noise. To return values according to the
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 * RenderMan specification from the SL noise() and pnoise() functions,
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 * the noise values need to be scaled and offset to [0,1], like this:
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 * float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
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 */
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static float  grad1( int hash, float x ) {
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    int h = hash & 15;
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    float grad = 1.0f + (h & 7);   /* Gradient value 1.0, 2.0, ..., 8.0 */
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    if (h&8) grad = -grad;         /* Set a random sign for the gradient */
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    return ( grad * x );           /* Multiply the gradient with the distance */
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}
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static float  grad2( int hash, float x, float y ) {
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    int h = hash & 7;      /* Convert low 3 bits of hash code */
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    float u = h<4 ? x : y;  /* into 8 simple gradient directions, */
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    float v = h<4 ? y : x;  /* and compute the dot product with (x,y). */
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    return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
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}
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static float  grad3( int hash, float x, float y , float z ) {
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    int h = hash & 15;     /* Convert low 4 bits of hash code into 12 simple */
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    float u = h<8 ? x : y; /* gradient directions, and compute dot product. */
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    float v = h<4 ? y : h==12||h==14 ? x : z; /* Fix repeats at h = 12 to 15 */
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    return ((h&1)? -u : u) + ((h&2)? -v : v);
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}
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static float  grad4( int hash, float x, float y, float z, float t ) {
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    int h = hash & 31;      /* Convert low 5 bits of hash code into 32 simple */
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    float u = h<24 ? x : y; /* gradient directions, and compute dot product. */
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    float v = h<16 ? y : z;
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    float w = h<8 ? z : t;
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    return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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}
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  /* A lookup table to traverse the simplex around a given point in 4D. */
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  /* Details can be found where this table is used, in the 4D noise method. */
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  /* TODO: This should not be required, backport it from Bill's GLSL code! */
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  static unsigned char simplex[64][4] = {
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    {0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
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    {0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
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    {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
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    {1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
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    {1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
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    {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
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    {2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
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    {2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
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/* 1D simplex noise */
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static float _slang_library_noise1 (float x)
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{
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  int i0 = FASTFLOOR(x);
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  int i1 = i0 + 1;
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  float x0 = x - i0;
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  float x1 = x0 - 1.0f;
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  float t1 = 1.0f - x1*x1;
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  float n0, n1;
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  float t0 = 1.0f - x0*x0;
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/*  if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */
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  t0 *= t0;
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  n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
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/*  if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */
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  t1 *= t1;
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  n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
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  /* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */
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  /* A factor of 0.395 would scale to fit exactly within [-1,1], but */
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  /* we want to match PRMan's 1D noise, so we scale it down some more. */
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  return 0.25f * (n0 + n1);
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}
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/* 2D simplex noise */
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static float _slang_library_noise2 (float x, float y)
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{
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#define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */
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#define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */
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    float n0, n1, n2; /* Noise contributions from the three corners */
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    /* Skew the input space to determine which simplex cell we're in */
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    float s = (x+y)*F2; /* Hairy factor for 2D */
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    float xs = x + s;
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    float ys = y + s;
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    int i = FASTFLOOR(xs);
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    int j = FASTFLOOR(ys);
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    float t = (float)(i+j)*G2;
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    float X0 = i-t; /* Unskew the cell origin back to (x,y) space */
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    float Y0 = j-t;
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    float x0 = x-X0; /* The x,y distances from the cell origin */
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    float y0 = y-Y0;
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    float x1, y1, x2, y2;
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    int ii, jj;
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    float t0, t1, t2;
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    /* For the 2D case, the simplex shape is an equilateral triangle. */
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    /* Determine which simplex we are in. */
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    int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
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    if(x0>y0) {i1=1; j1=0;} /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */
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    else {i1=0; j1=1;}      /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */
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    /* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */
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    /* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */
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    /* c = (3-sqrt(3))/6 */
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    x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */
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    y1 = y0 - j1 + G2;
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    x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */
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    y2 = y0 - 1.0f + 2.0f * G2;
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    /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
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    ii = i % 256;
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    jj = j % 256;
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    /* Calculate the contribution from the three corners */
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    t0 = 0.5f - x0*x0-y0*y0;
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    if(t0 < 0.0f) n0 = 0.0f;
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    else {
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      t0 *= t0;
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      n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0);
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    }
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    t1 = 0.5f - x1*x1-y1*y1;
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    if(t1 < 0.0f) n1 = 0.0f;
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    else {
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      t1 *= t1;
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      n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1);
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    }
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    t2 = 0.5f - x2*x2-y2*y2;
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    if(t2 < 0.0f) n2 = 0.0f;
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    else {
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      t2 *= t2;
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      n2 = t2 * t2 * grad2(perm[ii+1+perm[jj+1]], x2, y2);
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    }
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    /* Add contributions from each corner to get the final noise value. */
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    /* The result is scaled to return values in the interval [-1,1]. */
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    return 40.0f * (n0 + n1 + n2); /* TODO: The scale factor is preliminary! */
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}
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/* 3D simplex noise */
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static float _slang_library_noise3 (float x, float y, float z)
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{
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/* Simple skewing factors for the 3D case */
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#define F3 0.333333333f
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#define G3 0.166666667f
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    float n0, n1, n2, n3; /* Noise contributions from the four corners */
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    /* Skew the input space to determine which simplex cell we're in */
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    float s = (x+y+z)*F3; /* Very nice and simple skew factor for 3D */
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    float xs = x+s;
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    float ys = y+s;
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    float zs = z+s;
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    int i = FASTFLOOR(xs);
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    int j = FASTFLOOR(ys);
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    int k = FASTFLOOR(zs);
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    float t = (float)(i+j+k)*G3;
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    float X0 = i-t; /* Unskew the cell origin back to (x,y,z) space */
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    float Y0 = j-t;
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    float Z0 = k-t;
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    float x0 = x-X0; /* The x,y,z distances from the cell origin */
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    float y0 = y-Y0;
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    float z0 = z-Z0;
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    float x1, y1, z1, x2, y2, z2, x3, y3, z3;
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    int ii, jj, kk;
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    float t0, t1, t2, t3;
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    /* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
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    /* Determine which simplex we are in. */
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    int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
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    int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
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/* This code would benefit from a backport from the GLSL version! */
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    if(x0>=y0) {
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      if(y0>=z0)
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        { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } /* X Y Z order */
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        else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } /* X Z Y order */
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        else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } /* Z X Y order */
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      }
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    else { /* x0<y0 */
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      if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } /* Z Y X order */
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      else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } /* Y Z X order */
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      else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } /* Y X Z order */
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    }
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    /* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), */
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    /* a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and */
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    /* a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where */
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    /* c = 1/6. */
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    x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */
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    y1 = y0 - j1 + G3;
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    z1 = z0 - k1 + G3;
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    x2 = x0 - i2 + 2.0f*G3; /* Offsets for third corner in (x,y,z) coords */
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    y2 = y0 - j2 + 2.0f*G3;
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    z2 = z0 - k2 + 2.0f*G3;
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    x3 = x0 - 1.0f + 3.0f*G3; /* Offsets for last corner in (x,y,z) coords */
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    y3 = y0 - 1.0f + 3.0f*G3;
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    z3 = z0 - 1.0f + 3.0f*G3;
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    /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
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    ii = i % 256;
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    jj = j % 256;
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    kk = k % 256;
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    /* Calculate the contribution from the four corners */
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    t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
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    if(t0 < 0.0f) n0 = 0.0f;
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    else {
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      t0 *= t0;
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      n0 = t0 * t0 * grad3(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
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    }
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    t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
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    if(t1 < 0.0f) n1 = 0.0f;
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    else {
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      t1 *= t1;
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      n1 = t1 * t1 * grad3(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
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    }
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    t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
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    if(t2 < 0.0f) n2 = 0.0f;
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    else {
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      t2 *= t2;
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      n2 = t2 * t2 * grad3(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
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    }
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    t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
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    if(t3<0.0f) n3 = 0.0f;
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    else {
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      t3 *= t3;
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      n3 = t3 * t3 * grad3(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
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    }
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    /* Add contributions from each corner to get the final noise value. */
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    /* The result is scaled to stay just inside [-1,1] */
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    return 32.0f * (n0 + n1 + n2 + n3); /* TODO: The scale factor is preliminary! */
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}
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/* 4D simplex noise */
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static float _slang_library_noise4 (float x, float y, float z, float w)
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{
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  /* The skewing and unskewing factors are hairy again for the 4D case */
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#define F4 0.309016994f /* F4 = (Math.sqrt(5.0)-1.0)/4.0 */
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#define G4 0.138196601f /* G4 = (5.0-Math.sqrt(5.0))/20.0 */
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    float n0, n1, n2, n3, n4; /* Noise contributions from the five corners */
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    /* Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in */
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    float s = (x + y + z + w) * F4; /* Factor for 4D skewing */
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    float xs = x + s;
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    float ys = y + s;
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    float zs = z + s;
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    float ws = w + s;
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    int i = FASTFLOOR(xs);
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    int j = FASTFLOOR(ys);
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    int k = FASTFLOOR(zs);
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    int l = FASTFLOOR(ws);
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    float t = (i + j + k + l) * G4; /* Factor for 4D unskewing */
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    float X0 = i - t; /* Unskew the cell origin back to (x,y,z,w) space */
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    float Y0 = j - t;
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    float Z0 = k - t;
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    float W0 = l - t;
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    float x0 = x - X0;  /* The x,y,z,w distances from the cell origin */
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    float y0 = y - Y0;
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    float z0 = z - Z0;
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    float w0 = w - W0;
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    /* For the 4D case, the simplex is a 4D shape I won't even try to describe. */
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    /* To find out which of the 24 possible simplices we're in, we need to */
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    /* determine the magnitude ordering of x0, y0, z0 and w0. */
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    /* The method below is a good way of finding the ordering of x,y,z,w and */
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    /* then find the correct traversal order for the simplex we're in. */
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    /* First, six pair-wise comparisons are performed between each possible pair */
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    /* of the four coordinates, and the results are used to add up binary bits */
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    /* for an integer index. */
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    int c1 = (x0 > y0) ? 32 : 0;
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    int c2 = (x0 > z0) ? 16 : 0;
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    int c3 = (y0 > z0) ? 8 : 0;
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    int c4 = (x0 > w0) ? 4 : 0;
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    int c5 = (y0 > w0) ? 2 : 0;
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    int c6 = (z0 > w0) ? 1 : 0;
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    int c = c1 + c2 + c3 + c4 + c5 + c6;
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    int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
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    int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
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    int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
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    float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
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    int ii, jj, kk, ll;
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    float t0, t1, t2, t3, t4;
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    /* simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. */
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    /* Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w */
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    /* impossible. Only the 24 indices which have non-zero entries make any sense. */
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    /* We use a thresholding to set the coordinates in turn from the largest magnitude. */
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    /* The number 3 in the "simplex" array is at the position of the largest coordinate. */
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    i1 = simplex[c][0]>=3 ? 1 : 0;
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    j1 = simplex[c][1]>=3 ? 1 : 0;
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    k1 = simplex[c][2]>=3 ? 1 : 0;
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    l1 = simplex[c][3]>=3 ? 1 : 0;
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    /* The number 2 in the "simplex" array is at the second largest coordinate. */
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    i2 = simplex[c][0]>=2 ? 1 : 0;
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    j2 = simplex[c][1]>=2 ? 1 : 0;
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    k2 = simplex[c][2]>=2 ? 1 : 0;
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    l2 = simplex[c][3]>=2 ? 1 : 0;
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    /* The number 1 in the "simplex" array is at the second smallest coordinate. */
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    i3 = simplex[c][0]>=1 ? 1 : 0;
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    j3 = simplex[c][1]>=1 ? 1 : 0;
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    k3 = simplex[c][2]>=1 ? 1 : 0;
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    l3 = simplex[c][3]>=1 ? 1 : 0;
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    /* The fifth corner has all coordinate offsets = 1, so no need to look that up. */
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    x1 = x0 - i1 + G4; /* Offsets for second corner in (x,y,z,w) coords */
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    y1 = y0 - j1 + G4;
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    z1 = z0 - k1 + G4;
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    w1 = w0 - l1 + G4;
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    x2 = x0 - i2 + 2.0f*G4; /* Offsets for third corner in (x,y,z,w) coords */
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    y2 = y0 - j2 + 2.0f*G4;
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    z2 = z0 - k2 + 2.0f*G4;
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    w2 = w0 - l2 + 2.0f*G4;
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    x3 = x0 - i3 + 3.0f*G4; /* Offsets for fourth corner in (x,y,z,w) coords */
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    y3 = y0 - j3 + 3.0f*G4;
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    z3 = z0 - k3 + 3.0f*G4;
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    w3 = w0 - l3 + 3.0f*G4;
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    x4 = x0 - 1.0f + 4.0f*G4; /* Offsets for last corner in (x,y,z,w) coords */
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    y4 = y0 - 1.0f + 4.0f*G4;
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    z4 = z0 - 1.0f + 4.0f*G4;
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    w4 = w0 - 1.0f + 4.0f*G4;
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    /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
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    ii = i % 256;
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    jj = j % 256;
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    kk = k % 256;
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    ll = l % 256;
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    /* Calculate the contribution from the five corners */
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    t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
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    if(t0 < 0.0f) n0 = 0.0f;
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    else {
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      t0 *= t0;
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      n0 = t0 * t0 * grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
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    }
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   t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
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    if(t1 < 0.0f) n1 = 0.0f;
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    else {
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      t1 *= t1;
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      n1 = t1 * t1 * grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1);
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    }
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   t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
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    if(t2 < 0.0f) n2 = 0.0f;
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    else {
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      t2 *= t2;
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      n2 = t2 * t2 * grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2);
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    }
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   t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
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    if(t3 < 0.0f) n3 = 0.0f;
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    else {
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      t3 *= t3;
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      n3 = t3 * t3 * grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3);
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    }
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   t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
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    if(t4 < 0.0f) n4 = 0.0f;
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    else {
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      t4 *= t4;
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      n4 = t4 * t4 * grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4);
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    }
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    /* Sum up and scale the result to cover the range [-1,1] */
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    return 27.0f * (n0 + n1 + n2 + n3 + n4); /* TODO: The scale factor is preliminary! */
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}