@@ -102,4 +102,185 @@ export function perlin(params) {
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w
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) ;
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} ;
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- }
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+ }
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+
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+ //GPU Realization
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+
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+ export const CLASSIC_NOISE_3D_SHADER = `
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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/stegu/webgl-noise
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+ //
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+
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+ vec3 mod289(vec3 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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+
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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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+
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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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+
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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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+
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+ vec3 fade(vec3 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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+
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+ // Classic Perlin noise
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+ float cnoise(vec3 P)
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+ {
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+ vec3 Pi0 = floor(P); // Integer part for indexing
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+ vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
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+ Pi0 = mod289(Pi0);
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+ Pi1 = mod289(Pi1);
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+ vec3 Pf0 = fract(P); // Fractional part for interpolation
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+ vec3 Pf1 = Pf0 - vec3(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 = Pi0.zzzz;
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+ vec4 iz1 = Pi1.zzzz;
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+
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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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+
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+ vec4 gx0 = ixy0 * (1.0 / 7.0);
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+ vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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+ gx0 = fract(gx0);
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+ vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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+ vec4 sz0 = step(gz0, vec4(0.0));
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+ gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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+ gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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+
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+ vec4 gx1 = ixy1 * (1.0 / 7.0);
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+ vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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+ gx1 = fract(gx1);
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+ vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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+ vec4 sz1 = step(gz1, vec4(0.0));
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+ gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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+ gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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+
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+ vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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+ vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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+ vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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+ vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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+ vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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+ vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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+ vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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+ vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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+
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+ vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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+ g000 *= norm0.x;
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+ g010 *= norm0.y;
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+ g100 *= norm0.z;
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+ g110 *= norm0.w;
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+ vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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+ g001 *= norm1.x;
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+ g011 *= norm1.y;
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+ g101 *= norm1.z;
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+ g111 *= norm1.w;
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+
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+ float n000 = dot(g000, Pf0);
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+ float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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+ float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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+ float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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+ float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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+ float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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+ float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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+ float n111 = dot(g111, Pf1);
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+
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+ vec3 fade_xyz = fade(Pf0);
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+ vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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+ vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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+ float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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+ return 2.2 * n_xyz;
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+ }
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+
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+ // Classic Perlin noise, periodic variant
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+ float pnoise(vec3 P, vec3 rep)
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+ {
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+ vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period
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+ vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period
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+ Pi0 = mod289(Pi0);
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+ Pi1 = mod289(Pi1);
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+ vec3 Pf0 = fract(P); // Fractional part for interpolation
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+ vec3 Pf1 = Pf0 - vec3(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 = Pi0.zzzz;
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+ vec4 iz1 = Pi1.zzzz;
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+
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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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+
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+ vec4 gx0 = ixy0 * (1.0 / 7.0);
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+ vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5;
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+ gx0 = fract(gx0);
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+ vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0);
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+ vec4 sz0 = step(gz0, vec4(0.0));
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+ gx0 -= sz0 * (step(0.0, gx0) - 0.5);
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+ gy0 -= sz0 * (step(0.0, gy0) - 0.5);
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+
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+ vec4 gx1 = ixy1 * (1.0 / 7.0);
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+ vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5;
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+ gx1 = fract(gx1);
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+ vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1);
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+ vec4 sz1 = step(gz1, vec4(0.0));
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+ gx1 -= sz1 * (step(0.0, gx1) - 0.5);
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+ gy1 -= sz1 * (step(0.0, gy1) - 0.5);
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+
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+ vec3 g000 = vec3(gx0.x,gy0.x,gz0.x);
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+ vec3 g100 = vec3(gx0.y,gy0.y,gz0.y);
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+ vec3 g010 = vec3(gx0.z,gy0.z,gz0.z);
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+ vec3 g110 = vec3(gx0.w,gy0.w,gz0.w);
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+ vec3 g001 = vec3(gx1.x,gy1.x,gz1.x);
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+ vec3 g101 = vec3(gx1.y,gy1.y,gz1.y);
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+ vec3 g011 = vec3(gx1.z,gy1.z,gz1.z);
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+ vec3 g111 = vec3(gx1.w,gy1.w,gz1.w);
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+
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+ vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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+ g000 *= norm0.x;
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+ g010 *= norm0.y;
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+ g100 *= norm0.z;
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+ g110 *= norm0.w;
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+ vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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+ g001 *= norm1.x;
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+ g011 *= norm1.y;
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+ g101 *= norm1.z;
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+ g111 *= norm1.w;
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+
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+ float n000 = dot(g000, Pf0);
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+ float n100 = dot(g100, vec3(Pf1.x, Pf0.yz));
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+ float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z));
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+ float n110 = dot(g110, vec3(Pf1.xy, Pf0.z));
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+ float n001 = dot(g001, vec3(Pf0.xy, Pf1.z));
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+ float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z));
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+ float n011 = dot(g011, vec3(Pf0.x, Pf1.yz));
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+ float n111 = dot(g111, Pf1);
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+
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+ vec3 fade_xyz = fade(Pf0);
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+ vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z);
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+ vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
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+ float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
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+ return 2.2 * n_xyz;
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+ }` ;
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