diff --git a/src/noise2D.glsl b/src/noise2D.glsl index cf2d238..a292078 100644 --- a/src/noise2D.glsl +++ b/src/noise2D.glsl @@ -19,7 +19,7 @@ vec3 taylorInvSqrt(vec3 r) float snoise(vec2 v) { - const vec4 C = vec2(0.211324865405187, // (3.0-sqrt(3.0))/6.0 + const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 @@ -49,8 +49,8 @@ float snoise(vec2 v) m = m*m ; // ( N points uniformly over a line, mapped onto a diamond.) - vec3 x = 2.0 * fract(p * C.www) - 1.0 ; - vec3 h = abs(x) - 0.5 ; + vec3 x = 2.0 * fract(p * C.www) - 1.0; + vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; @@ -60,6 +60,6 @@ float snoise(vec2 v) // Compute final noise value at P vec3 g; g.x = a0.x * x0.x + h.x * x0.y; - g.yz = a0.yz * xC.xz + h.yz * xC.yw; + g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); }