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| using static Unity.Mathematics.math; |
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| namespace Unity.Mathematics |
| { |
| public static partial class noise |
| { |
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| public static float snoise(float3 v) |
| { |
| float2 C = float2(1.0f / 6.0f, 1.0f / 3.0f); |
| float4 D = float4(0.0f, 0.5f, 1.0f, 2.0f); |
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| float3 i = floor(v + dot(v, C.yyy)); |
| float3 x0 = v - i + dot(i, C.xxx); |
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| float3 g = step(x0.yzx, x0.xyz); |
| float3 l = 1.0f - g; |
| float3 i1 = min(g.xyz, l.zxy); |
| float3 i2 = max(g.xyz, l.zxy); |
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| float3 x1 = x0 - i1 + C.xxx; |
| float3 x2 = x0 - i2 + C.yyy; |
| float3 x3 = x0 - D.yyy; |
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| |
| i = mod289(i); |
| float4 p = permute(permute(permute( |
| i.z + float4(0.0f, i1.z, i2.z, 1.0f)) |
| + i.y + float4(0.0f, i1.y, i2.y, 1.0f)) |
| + i.x + float4(0.0f, i1.x, i2.x, 1.0f)); |
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| float n_ = 0.142857142857f; |
| float3 ns = n_ * D.wyz - D.xzx; |
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| float4 j = p - 49.0f * floor(p * ns.z * ns.z); |
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| float4 x_ = floor(j * ns.z); |
| float4 y_ = floor(j - 7.0f * x_); |
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| float4 x = x_ * ns.x + ns.yyyy; |
| float4 y = y_ * ns.x + ns.yyyy; |
| float4 h = 1.0f - abs(x) - abs(y); |
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| float4 b0 = float4(x.xy, y.xy); |
| float4 b1 = float4(x.zw, y.zw); |
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| float4 s0 = floor(b0) * 2.0f + 1.0f; |
| float4 s1 = floor(b1) * 2.0f + 1.0f; |
| float4 sh = -step(h, float4(0.0f)); |
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| float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; |
| float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; |
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| float3 p0 = float3(a0.xy, h.x); |
| float3 p1 = float3(a0.zw, h.y); |
| float3 p2 = float3(a1.xy, h.z); |
| float3 p3 = float3(a1.zw, h.w); |
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| float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
| p0 *= norm.x; |
| p1 *= norm.y; |
| p2 *= norm.z; |
| p3 *= norm.w; |
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| |
| float4 m = max(0.6f - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0f); |
| m = m * m; |
| return 42.0f * dot(m * m, float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); |
| } |
| } |
| } |
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