float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
return mix(rand(fl), rand(fl + 1.0), fc);
}
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// Classic Perlin 3D Noise | |
// by Stefan Gustavson | |
// | |
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | |
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | |
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | |
float cnoise(vec3 P){ | |
vec3 Pi0 = floor(P); // Integer part for indexing | |
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 |