pushing cause its kinda working.
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@@ -164,6 +164,29 @@ public:
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return retval;
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}
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Vec4ui8 permuteColor(const Vec3<float>& point) {
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TIME_FUNCTION;
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float noiseR = permute(point);
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float noiseG = permute(point + Vec3<float>(100.0f, 100.0f, 100.0f));
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float noiseB = permute(point + Vec3<float>(200.0f, 200.0f, 200.0f));
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float noiseA = permute(point + Vec3<float>(300.0f, 300.0f, 300.0f));
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float rNormalized = (noiseR + 1.0f) * 0.5f;
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float gNormalized = (noiseG + 1.0f) * 0.5f;
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float bNormalized = (noiseB + 1.0f) * 0.5f;
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float aNormalized = (noiseA + 1.0f) * 0.5f;
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rNormalized = std::clamp(rNormalized, 0.0f, 1.0f);
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gNormalized = std::clamp(gNormalized, 0.0f, 1.0f);
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bNormalized = std::clamp(bNormalized, 0.0f, 1.0f);
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aNormalized = std::clamp(aNormalized, 0.0f, 1.0f);
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uint8_t r = static_cast<uint8_t>(rNormalized * 255.0f);
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uint8_t g = static_cast<uint8_t>(gNormalized * 255.0f);
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uint8_t b = static_cast<uint8_t>(bNormalized * 255.0f);
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uint8_t a = static_cast<uint8_t>(aNormalized * 255.0f);
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return Vec4ui8(r, g, b, a);
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}
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};
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#endif
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