Flatkit 추가 및 설정
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//
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// GLSL textureless classic 2D 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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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_2D_HLSL_
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#include "Common.hlsl"
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float ClassicNoise_impl(float2 pi0, float2 pf0, float2 pi1, float2 pf1)
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{
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pi0 = wglnoise_mod289(pi0); // To avoid truncation effects in permutation
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pi1 = wglnoise_mod289(pi1);
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float4 ix = float2(pi0.x, pi1.x).xyxy;
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float4 iy = float2(pi0.y, pi1.y).xxyy;
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float4 fx = float2(pf0.x, pf1.x).xyxy;
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float4 fy = float2(pf0.y, pf1.y).xxyy;
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float4 i = wglnoise_permute(wglnoise_permute(ix) + iy);
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float4 phi = i / 41 * 3.14159265359 * 2;
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float2 g00 = float2(cos(phi.x), sin(phi.x));
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float2 g10 = float2(cos(phi.y), sin(phi.y));
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float2 g01 = float2(cos(phi.z), sin(phi.z));
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float2 g11 = float2(cos(phi.w), sin(phi.w));
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float n00 = dot(g00, float2(fx.x, fy.x));
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float n10 = dot(g10, float2(fx.y, fy.y));
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float n01 = dot(g01, float2(fx.z, fy.z));
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float n11 = dot(g11, float2(fx.w, fy.w));
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float2 fade_xy = wglnoise_fade(pf0);
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float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x);
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float n_xy = lerp(n_x.x, n_x.y, fade_xy.y);
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return 1.44 * n_xy;
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}
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// Classic Perlin noise
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float ClassicNoise(float2 p)
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{
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float2 i = floor(p);
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float2 f = frac(p);
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return ClassicNoise_impl(i, f, i + 1, f - 1);
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}
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// Classic Perlin noise, periodic variant
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float PeriodicNoise(float2 p, float2 rep)
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{
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float2 i0 = wglnoise_mod(floor(p), rep);
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float2 i1 = wglnoise_mod(i0 + 1, rep);
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float2 f = frac(p);
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return ClassicNoise_impl(i0, f, i1, f - 1);
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}
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#endif
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fileFormatVersion: 2
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guid: dcbc3be8e5ec84a48a61ce519e461532
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timeCreated: 1498976326
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licenseType: Pro
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defaultTextures: []
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//
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// GLSL textureless classic 3D 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: 2011-10-11
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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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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_CLASSIC_NOISE_3D_HLSL_
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#include "Common.hlsl"
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float ClassicNoise_impl(float3 pi0, float3 pf0, float3 pi1, float3 pf1)
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{
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pi0 = wglnoise_mod289(pi0);
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pi1 = wglnoise_mod289(pi1);
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float4 ix = float4(pi0.x, pi1.x, pi0.x, pi1.x);
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float4 iy = float4(pi0.y, pi0.y, pi1.y, pi1.y);
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float4 iz0 = pi0.z;
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float4 iz1 = pi1.z;
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float4 ixy = wglnoise_permute(wglnoise_permute(ix) + iy);
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float4 ixy0 = wglnoise_permute(ixy + iz0);
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float4 ixy1 = wglnoise_permute(ixy + iz1);
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float4 gx0 = lerp(-1, 1, frac(floor(ixy0 / 7) / 7));
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float4 gy0 = lerp(-1, 1, frac(floor(ixy0 % 7) / 7));
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float4 gz0 = 1 - abs(gx0) - abs(gy0);
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bool4 zn0 = gz0 < -0.01;
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gx0 += zn0 * (gx0 < -0.01 ? 1 : -1);
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gy0 += zn0 * (gy0 < -0.01 ? 1 : -1);
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float4 gx1 = lerp(-1, 1, frac(floor(ixy1 / 7) / 7));
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float4 gy1 = lerp(-1, 1, frac(floor(ixy1 % 7) / 7));
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float4 gz1 = 1 - abs(gx1) - abs(gy1);
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bool4 zn1 = gz1 < -0.01;
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gx1 += zn1 * (gx1 < -0.01 ? 1 : -1);
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gy1 += zn1 * (gy1 < -0.01 ? 1 : -1);
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float3 g000 = normalize(float3(gx0.x, gy0.x, gz0.x));
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float3 g100 = normalize(float3(gx0.y, gy0.y, gz0.y));
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float3 g010 = normalize(float3(gx0.z, gy0.z, gz0.z));
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float3 g110 = normalize(float3(gx0.w, gy0.w, gz0.w));
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float3 g001 = normalize(float3(gx1.x, gy1.x, gz1.x));
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float3 g101 = normalize(float3(gx1.y, gy1.y, gz1.y));
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float3 g011 = normalize(float3(gx1.z, gy1.z, gz1.z));
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float3 g111 = normalize(float3(gx1.w, gy1.w, gz1.w));
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float n000 = dot(g000, pf0);
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float n100 = dot(g100, float3(pf1.x, pf0.y, pf0.z));
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float n010 = dot(g010, float3(pf0.x, pf1.y, pf0.z));
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float n110 = dot(g110, float3(pf1.x, pf1.y, pf0.z));
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float n001 = dot(g001, float3(pf0.x, pf0.y, pf1.z));
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float n101 = dot(g101, float3(pf1.x, pf0.y, pf1.z));
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float n011 = dot(g011, float3(pf0.x, pf1.y, pf1.z));
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float n111 = dot(g111, pf1);
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float3 fade_xyz = wglnoise_fade(pf0);
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float4 n_z = lerp(float4(n000, n100, n010, n110),
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float4(n001, n101, n011, n111), fade_xyz.z);
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float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
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return 1.46 * n_xyz;
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}
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// Classic Perlin noise
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float ClassicNoise(float3 p)
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{
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float3 i = floor(p);
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float3 f = frac(p);
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return ClassicNoise_impl(i, f, i + 1, f - 1);
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}
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// Classic Perlin noise, periodic variant
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float PeriodicNoise(float3 p, float3 rep)
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{
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float3 i0 = wglnoise_mod(floor(p), rep);
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float3 i1 = wglnoise_mod(i0 + 1, rep);
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float3 f = frac(p);
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return ClassicNoise_impl(i0, f, i1, f - 1);
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}
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#endif
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64
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/Common.hlsl
Normal file
64
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/Common.hlsl
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#ifndef _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
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#define _INCLUDE_JP_KEIJIRO_NOISESHADER_COMMON_HLSL_
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float wglnoise_mod(float x, float y)
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{
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return x - y * floor(x / y);
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}
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float2 wglnoise_mod(float2 x, float2 y)
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{
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return x - y * floor(x / y);
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}
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float3 wglnoise_mod(float3 x, float3 y)
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{
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return x - y * floor(x / y);
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}
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float4 wglnoise_mod(float4 x, float4 y)
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{
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return x - y * floor(x / y);
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}
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float2 wglnoise_fade(float2 t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float3 wglnoise_fade(float3 t)
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{
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return t * t * t * (t * (t * 6 - 15) + 10);
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}
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float wglnoise_mod289(float x)
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{
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return x - floor(x / 289) * 289;
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}
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float2 wglnoise_mod289(float2 x)
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{
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return x - floor(x / 289) * 289;
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}
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float3 wglnoise_mod289(float3 x)
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{
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return x - floor(x / 289) * 289;
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}
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float4 wglnoise_mod289(float4 x)
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{
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return x - floor(x / 289) * 289;
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}
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float3 wglnoise_permute(float3 x)
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{
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return wglnoise_mod289((x * 34 + 1) * x);
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}
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float4 wglnoise_permute(float4 x)
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{
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return wglnoise_mod289((x * 34 + 1) * x);
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}
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#endif
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20
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/LICENSE
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20
Assets/FlatKit/Demos/[Demo] Desert/Shaders/Noise/LICENSE
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Copyright (C) 2011 by Ashima Arts (Simplex noise)
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Copyright (C) 2011-2016 by Stefan Gustavson (Classic noise and others)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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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 THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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@@ -0,0 +1,7 @@
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