Bug fixed (oups), slight speedup to 2D simplex noise
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@ -19,7 +19,7 @@ vec3 taylorInvSqrt(vec3 r)
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float snoise(vec2 v)
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{
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const vec4 C = vec2(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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@ -49,8 +49,8 @@ float snoise(vec2 v)
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m = m*m ;
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// ( N points uniformly over a line, mapped onto a diamond.)
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vec3 x = 2.0 * fract(p * C.www) - 1.0 ;
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vec3 h = abs(x) - 0.5 ;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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@ -60,6 +60,6 @@ float snoise(vec2 v)
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * xC.xz + h.yz * xC.yw;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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