Update noise3Dgrad.glsl
Fixed an age-old bug that caused slight discontinuities along simplex boundaries.
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@ -96,7 +96,7 @@ float snoise(vec3 v, out vec3 gradient)
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p3 *= norm.w;
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// Mix final noise value
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
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vec4 m2 = m * m;
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vec4 m4 = m2 * m2;
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vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3));
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