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@ -200,347 +200,45 @@ int test_vec3_swizzle_functions() |
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{ |
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{ |
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int Error = 0; |
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int Error = 0; |
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// vec3 - working as expected
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//
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// NOTE: template functions cannot pick up the implicit conversion from
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// a swizzle to the unswizzled type, therefore the operator() must be
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// used. E.g.:
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//
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// glm::dot(u.xy, v.xy); <--- Compile error
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// glm::dot(u.xy(), v.xy()); <--- Compiles correctly
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//
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float r; |
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// vec2
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glm::vec2 a(1, 2); |
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glm::vec2 b(10, 20); |
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r = glm::dot(a, b); Error += (int(r) == 50) ? 0 : 1; |
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r = glm::dot(a.xy(), b.xy()); Error += (int(r) == 50) ? 0 : 1; |
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r = glm::dot(a.xy(), b.yy()); Error += (int(r) == 60) ? 0 : 1; |
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// vec3
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glm::vec3 q, u, v; |
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glm::vec3 q, u, v; |
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u = glm::vec3(1, 2, 3); |
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u = glm::vec3(1, 2, 3); |
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v = glm::vec3(10, 20, 30); |
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v = glm::vec3(10, 20, 30); |
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glm::dot(u, v); |
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r = glm::dot(u, v); Error += (int(r) == 140) ? 0 : 1; |
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glm::dot(u.xyz, v.zyz); |
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r = glm::dot(u.xyz(), v.zyz()); Error += (int(r) == 160) ? 0 : 1; |
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glm::dot(u, v.zyx); |
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r = glm::dot(u, v.zyx()); Error += (int(r) == 100) ? 0 : 1; |
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glm::dot(u.xyz, v); |
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r = glm::dot(u.xyz(), v); Error += (int(r) == 140) ? 0 : 1; |
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r = glm::dot(u.xy(), v.xy()); Error += (int(r) == 50) ? 0 : 1; |
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// vec2 - not working! how is vec3 working and not vec2?
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glm::vec2 a, b; |
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// vec4
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glm::dot(a, b); |
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glm::vec4 s, t; |
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glm::dot(a.xy, b.yy); |
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s = glm::vec4(1, 2, 3, 4); |
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glm::dot(a.xy, b.xy); |
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t = glm::vec4(10, 20, 30, 40); |
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glm::dot(u.xy, v.xy); |
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r = glm::dot(s, t); Error += (int(r) == 300) ? 0 : 1; |
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r = glm::dot(s.xyzw(), t.xyzw()); Error += (int(r) == 300) ? 0 : 1; |
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glm::dot(glm::vec4(1,2,3,4).xyz, v); |
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r = glm::dot(s.xyz(), t.xyz()); Error += (int(r) == 140) ? 0 : 1; |
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glm::vec4 r, s, t; |
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r = glm::vec4(1, 2, 3, 4); |
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s = glm::vec4(10, 20, 30, 40); |
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glm::dot(r, s); |
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glm::dot(r.xyzw, s.xyzw); |
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glm::dot(r.xyz, s.xyz); |
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glm::cross(u, v); |
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glm::cross(u.zyx, v); |
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glm::cross(u.xxz, v.yyx); |
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return Error; |
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return Error; |
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} |
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} |
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#if 1 |
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using namespace glm; |
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//
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// GLSL textureless classic 4D noise "cnoise",
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// with an RSL-style periodic variant "pnoise".
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// Author: Stefan Gustavson (stefan.gustavson@liu.se)
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// Version: 2011-08-22
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//
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// Many thanks to Ian McEwan of Ashima Arts for the
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// ideas for permutation and gradient selection.
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//
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// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
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// Distributed under the MIT license. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec4 mod289(vec4 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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vec4 permute(vec4 x) |
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{ |
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return mod289(((x*34.0)+1.0)*x); |
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} |
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vec4 taylorInvSqrt(vec4 r) |
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{ |
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return 1.79284291400159 - 0.85373472095314 * r; |
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} |
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vec4 fade(vec4 t) { |
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return t*t*t*(t*(t*6.0-15.0)+10.0); |
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} |
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// Classic Perlin noise
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float cnoise(vec4 P) |
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{ |
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vec4 Pi0 = floor(P); // Integer part for indexing
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vec4 Pi1 = Pi0 + 1.0; // Integer part + 1
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Pi0 = mod289(Pi0); |
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Pi1 = mod289(Pi1); |
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vec4 Pf0 = fract(P); // Fractional part for interpolation
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vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
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vec4 iy = vec4(Pi0.yy(), Pi1.yy()); |
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vec4 iz0 = vec4(Pi0.zzzz()); |
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vec4 iz1 = vec4(Pi1.zzzz()); |
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vec4 iw0 = vec4(Pi0.wwww()); |
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vec4 iw1 = vec4(Pi1.wwww); |
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vec4 ixy = permute(permute(ix) + iy); |
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vec4 ixy0 = permute(ixy + iz0); |
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vec4 ixy1 = permute(ixy + iz1); |
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vec4 ixy00 = permute(ixy0 + iw0); |
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vec4 ixy01 = permute(ixy0 + iw1); |
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vec4 ixy10 = permute(ixy1 + iw0); |
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vec4 ixy11 = permute(ixy1 + iw1); |
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vec4 gx00 = ixy00 * (1.0 / 7.0); |
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vec4 gy00 = floor(gx00) * (1.0 / 7.0); |
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vec4 gz00 = floor(gy00) * (1.0 / 6.0); |
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gx00 = fract(gx00) - 0.5; |
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gy00 = fract(gy00) - 0.5; |
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gz00 = fract(gz00) - 0.5; |
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vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); |
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vec4 sw00 = step(gw00, vec4(0.0)); |
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gx00 -= sw00 * (step(0.0, gx00) - 0.5); |
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gy00 -= sw00 * (step(0.0, gy00) - 0.5); |
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vec4 gx01 = ixy01 * (1.0 / 7.0); |
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vec4 gy01 = floor(gx01) * (1.0 / 7.0); |
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vec4 gz01 = floor(gy01) * (1.0 / 6.0); |
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gx01 = fract(gx01) - 0.5; |
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gy01 = fract(gy01) - 0.5; |
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gz01 = fract(gz01) - 0.5; |
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vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); |
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vec4 sw01 = step(gw01, vec4(0.0)); |
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gx01 -= sw01 * (step(0.0, gx01) - 0.5); |
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gy01 -= sw01 * (step(0.0, gy01) - 0.5); |
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vec4 gx10 = ixy10 * (1.0 / 7.0); |
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vec4 gy10 = floor(gx10) * (1.0 / 7.0); |
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vec4 gz10 = floor(gy10) * (1.0 / 6.0); |
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gx10 = fract(gx10) - 0.5; |
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gy10 = fract(gy10) - 0.5; |
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gz10 = fract(gz10) - 0.5; |
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vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); |
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vec4 sw10 = step(gw10, vec4(0.0)); |
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gx10 -= sw10 * (step(0.0, gx10) - 0.5); |
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gy10 -= sw10 * (step(0.0, gy10) - 0.5); |
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vec4 gx11 = ixy11 * (1.0 / 7.0); |
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vec4 gy11 = floor(gx11) * (1.0 / 7.0); |
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vec4 gz11 = floor(gy11) * (1.0 / 6.0); |
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gx11 = fract(gx11) - 0.5; |
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gy11 = fract(gy11) - 0.5; |
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gz11 = fract(gz11) - 0.5; |
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vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); |
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vec4 sw11 = step(gw11, vec4(0.0)); |
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gx11 -= sw11 * (step(0.0, gx11) - 0.5); |
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gy11 -= sw11 * (step(0.0, gy11) - 0.5); |
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vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); |
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vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); |
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vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); |
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vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); |
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vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); |
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vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); |
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vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); |
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vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); |
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vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); |
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vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); |
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vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); |
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vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); |
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vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); |
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vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); |
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vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); |
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vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); |
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vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); |
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g0000 *= norm00.x; |
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g0100 *= norm00.y; |
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g1000 *= norm00.z; |
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g1100 *= norm00.w; |
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vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); |
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g0001 *= norm01.x; |
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g0101 *= norm01.y; |
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g1001 *= norm01.z; |
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g1101 *= norm01.w; |
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vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); |
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g0010 *= norm10.x; |
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g0110 *= norm10.y; |
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g1010 *= norm10.z; |
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g1110 *= norm10.w; |
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vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); |
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g0011 *= norm11.x; |
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g0111 *= norm11.y; |
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g1011 *= norm11.z; |
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g1111 *= norm11.w; |
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float n0000 = dot(g0000, Pf0); |
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float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw())); |
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float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw())); |
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float n1100 = dot(g1100, vec4(Pf1.xy(), Pf0.zw())); |
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float n0010 = dot(g0010, vec4(Pf0.xy(), Pf1.z, Pf0.w)); |
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float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); |
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float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz(), Pf0.w)); |
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float n1110 = dot(g1110, vec4(Pf1.xyz(), Pf0.w)); |
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float n0001 = dot(g0001, vec4(Pf0.xyz(), Pf1.w)); |
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float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz(), Pf1.w)); |
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float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); |
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float n1101 = dot(g1101, vec4(Pf1.xy(), Pf0.z, Pf1.w)); |
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float n0011 = dot(g0011, vec4(Pf0.xy(), Pf1.zw())); |
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float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw())); |
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float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw())); |
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float n1111 = dot(g1111, Pf1); |
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vec4 fade_xyzw = fade(Pf0); |
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vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); |
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vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); |
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vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); |
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vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); |
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float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); |
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return 2.2 * n_xyzw; |
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} |
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// Classic Perlin noise, periodic version
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float pnoise(vec4 P, vec4 rep) |
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{ |
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vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep
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vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep
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Pi0 = mod289(Pi0); |
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Pi1 = mod289(Pi1); |
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vec4 Pf0 = fract(P); // Fractional part for interpolation
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vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
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vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
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vec4 iy = vec4(Pi0.yy(), Pi1.yy()); |
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vec4 iz0 = vec4(Pi0.zzzz()); |
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vec4 iz1 = vec4(Pi1.zzzz()); |
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vec4 iw0 = vec4(Pi0.wwww()); |
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vec4 iw1 = vec4(Pi1.wwww()); |
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vec4 ixy = permute(permute(ix) + iy); |
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vec4 ixy0 = permute(ixy + iz0); |
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vec4 ixy1 = permute(ixy + iz1); |
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vec4 ixy00 = permute(ixy0 + iw0); |
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vec4 ixy01 = permute(ixy0 + iw1); |
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vec4 ixy10 = permute(ixy1 + iw0); |
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vec4 ixy11 = permute(ixy1 + iw1); |
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vec4 gx00 = ixy00 * (1.0 / 7.0); |
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vec4 gy00 = floor(gx00) * (1.0 / 7.0); |
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vec4 gz00 = floor(gy00) * (1.0 / 6.0); |
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gx00 = fract(gx00) - 0.5; |
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gy00 = fract(gy00) - 0.5; |
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gz00 = fract(gz00) - 0.5; |
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vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); |
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vec4 sw00 = step(gw00, vec4(0.0)); |
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gx00 -= sw00 * (step(0.0, gx00) - 0.5); |
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gy00 -= sw00 * (step(0.0, gy00) - 0.5); |
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vec4 gx01 = ixy01 * (1.0 / 7.0); |
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vec4 gy01 = floor(gx01) * (1.0 / 7.0); |
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vec4 gz01 = floor(gy01) * (1.0 / 6.0); |
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gx01 = fract(gx01) - 0.5; |
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gy01 = fract(gy01) - 0.5; |
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gz01 = fract(gz01) - 0.5; |
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vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); |
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vec4 sw01 = step(gw01, vec4(0.0)); |
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gx01 -= sw01 * (step(0.0, gx01) - 0.5); |
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gy01 -= sw01 * (step(0.0, gy01) - 0.5); |
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vec4 gx10 = ixy10 * (1.0 / 7.0); |
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vec4 gy10 = floor(gx10) * (1.0 / 7.0); |
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vec4 gz10 = floor(gy10) * (1.0 / 6.0); |
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gx10 = fract(gx10) - 0.5; |
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gy10 = fract(gy10) - 0.5; |
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gz10 = fract(gz10) - 0.5; |
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vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); |
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vec4 sw10 = step(gw10, vec4(0.0)); |
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gx10 -= sw10 * (step(0.0, gx10) - 0.5); |
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gy10 -= sw10 * (step(0.0, gy10) - 0.5); |
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vec4 gx11 = ixy11 * (1.0 / 7.0); |
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vec4 gy11 = floor(gx11) * (1.0 / 7.0); |
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vec4 gz11 = floor(gy11) * (1.0 / 6.0); |
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gx11 = fract(gx11) - 0.5; |
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gy11 = fract(gy11) - 0.5; |
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gz11 = fract(gz11) - 0.5; |
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vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); |
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vec4 sw11 = step(gw11, vec4(0.0)); |
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gx11 -= sw11 * (step(0.0, gx11) - 0.5); |
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gy11 -= sw11 * (step(0.0, gy11) - 0.5); |
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vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); |
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vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); |
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vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); |
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vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); |
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vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); |
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vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); |
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vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); |
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vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); |
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vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); |
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vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); |
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vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); |
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vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); |
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vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); |
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vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); |
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vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); |
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vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); |
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vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); |
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g0000 *= norm00.x; |
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g0100 *= norm00.y; |
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g1000 *= norm00.z; |
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g1100 *= norm00.w; |
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vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); |
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g0001 *= norm01.x; |
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g0101 *= norm01.y; |
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g1001 *= norm01.z; |
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g1101 *= norm01.w; |
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vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); |
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g0010 *= norm10.x; |
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g0110 *= norm10.y; |
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g1010 *= norm10.z; |
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g1110 *= norm10.w; |
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vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); |
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g0011 *= norm11.x; |
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g0111 *= norm11.y; |
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g1011 *= norm11.z; |
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g1111 *= norm11.w; |
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float n0000 = dot(g0000, Pf0); |
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float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw())); |
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float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw())); |
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float n1100 = dot(g1100, vec4(Pf1.xy(), Pf0.zw())); |
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float n0010 = dot(g0010, vec4(Pf0.xy(), Pf1.z, Pf0.w)); |
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float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); |
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float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz(), Pf0.w)); |
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float n1110 = dot(g1110, vec4(Pf1.xyz(), Pf0.w)); |
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float n0001 = dot(g0001, vec4(Pf0.xyz(), Pf1.w)); |
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float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz(), Pf1.w)); |
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float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); |
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float n1101 = dot(g1101, vec4(Pf1.xy(), Pf0.z, Pf1.w)); |
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float n0011 = dot(g0011, vec4(Pf0.xy(), Pf1.zw())); |
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float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw())); |
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float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw())); |
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float n1111 = dot(g1111, Pf1); |
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vec4 fade_xyzw = fade(Pf0); |
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vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); |
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vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); |
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vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); |
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vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); |
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float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); |
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return 2.2 * n_xyzw; |
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} |
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#endif |
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int main() |
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|
int main() |
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|
{ |
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{ |
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int Error = 0; |
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|
int Error = 0; |
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