lots of improvements and changes. trying to fix grid being bad.
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@@ -20,17 +20,58 @@ public:
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permutation[i] = i;
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}
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std::ranges::shuffle(permutation, rng);
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TR = permutation[permutation[1]+1];
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TR = permutation[permutation[0]+1];
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TR = permutation[permutation[1]+0];
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TR = permutation[permutation[0]+0];
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permutation.insert(permutation.end(),permutation.begin(),permutation.end());
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}
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Vec2 GetConstantVector(Vec2 v) {
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Vec2 h = v & 3;
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float permute(Vec2 point) {
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float x = point.x;
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float y = point.y;
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int X = (int)floor(x);
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int xmod = X & 255;
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int Y = (int)floor(point.y);
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int ymod = Y & 255;
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float xf = point.x - X;
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float yf = point.y - Y;
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Vec2 TR = Vec2(xf-1, yf-1);
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Vec2 TL = Vec2(xf-0, yf-1);
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Vec2 BR = Vec2(xf-1, yf-0);
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Vec2 BL = Vec2(xf-0, yf-0);
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int vTR = permutation[permutation[xmod+1]+ymod+1];
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int vTL = permutation[permutation[xmod+0]+ymod+1];
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int vBR = permutation[permutation[xmod+1]+ymod+0];
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int vBL = permutation[permutation[xmod+0]+ymod+0];
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float dTR = TR.dot(GetConstantVector(vTR));
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float dTL = TL.dot(GetConstantVector(vTL));
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float dBR = BR.dot(GetConstantVector(vBR));
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float dBL = BL.dot(GetConstantVector(vBL));
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float u = Fade(xf);
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float v = Fade(yf);
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return lerp(u,lerp(v,dBL,dTL),lerp(v,dBR,dTR));
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}
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float lerp(float t, float a1, float a2) {
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return a1 + t * (a2 - a1);
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}
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float Fade(float t) {
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return (((6 * t - 15)* t + 10) * t * t * t);
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}
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Vec2 GetConstantVector(float v) {
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int h = (int)v & 3;
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if (h == 0) return Vec2(1,1);
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else if (h == 1) return Vec2(-1,1);
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else if (h == 2) return Vec2(-1,-1);
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else return Vec2(1,-1);
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}
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};
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#endif
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//https://rtouti.github.io/graphics/perlin-noise-algorithm
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//https://rtouti.github.io/graphics/perlin-noise-algorithm
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