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    |  |  | # NOISE | 
    
    |  |  | 
 | 
    
    |  |  | Articles: | 
    
    |  |  | 
 | 
    
    |  |  | * Improving Noise, Ken Perlin <http://mrl.nyu.edu/~perlin/paper445.pdf> | 
    
    |  |  | 
 | 
    
    |  |  | * Perlin Noise, Hugo Elias <http://freespace.virgin.net/hugo.elias/models/m_perlin.htm> | 
    
    |  |  | 
 | 
    
    |  |  | * Implementation of Perlin Noise on GPU, Leena Kora <http://www.sci.utah.edu/~leenak/IndStudy_reportfall/Perlin%20Noise%20on%20GPU.html> | 
    
    |  |  | 
 | 
    
    |  |  | * Implementing Improved Perlin Noise, Simon Green <http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter26.html> | 
    
    |  |  | 
 | 
    
    |  |  | * Perlin Noise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Perlin.php#.U7Fvs41dVhs> | 
    
    |  |  | 
 | 
    
    |  |  | * Simplex Noise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Simplex.php#.U7FwI41dVhs> | 
    
    |  |  | 
 | 
    
    |  |  | * Voronoise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Voronoi.php#.U7FwM41dVhs> | 
    
    |  |  | 
 | 
    
    |  |  | * Voronoise, inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm> | 
    
    |  |  | 
 | 
    
    |  |  | * Voronoi Noise, <http://www.pixeleuphoria.com/node/34> | 
    
    |  |  | 
 | 
    
    |  |  | * Mosaic Noise <http://mines.lumpylumpy.com/Electronics/Computers/Software/Cpp/Graphics/Bitmap/Textures/Noise/Mosaic.php#.U7FwZo1dVhs> | 
    
    |  |  | 
 | 
    
    |  |  | * Inigo Quilez <http://iquilezles.org/www/articles/morenoise/morenoise.htm> | 
    
    |  |  | 
 | 
    
    |  |  | Examples: | 
    
    |  |  | 
 | 
    
    |  |  | * Andrew Baldwin <http://thndl.com/?15> | 
    
    |  |  | 
 | 
    
    |  |  | ## Generic 1,2,3 Noise | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | float rand(float n){return fract(sin(n) * 43758.5453123);} | 
    
    |  |  |  | 
    
    |  |  | float noise(float p){ | 
    
    |  |  | float fl = floor(p); | 
    
    |  |  | float fc = fract(p); | 
    
    |  |  | return mix(rand(fl), rand(fl + 1.0), fc); | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | float noise(vec2 n) { | 
    
    |  |  | const vec2 d = vec2(0.0, 1.0); | 
    
    |  |  | vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); | 
    
    |  |  | return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | float rand(vec2 n) { | 
    
    |  |  | return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | float noise(vec2 p){ | 
    
    |  |  | vec2 ip = floor(p); | 
    
    |  |  | vec2 u = fract(p); | 
    
    |  |  | u = u*u*(3.0-2.0*u); | 
    
    |  |  |  | 
    
    |  |  | float res = mix( | 
    
    |  |  | mix(rand(ip),rand(ip+vec2(1.0,0.0)),u.x), | 
    
    |  |  | mix(rand(ip+vec2(0.0,1.0)),rand(ip+vec2(1.0,1.0)),u.x),u.y); | 
    
    |  |  | return res*res; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} | 
    
    |  |  | vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} | 
    
    |  |  | vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} | 
    
    |  |  |  | 
    
    |  |  | float noise(vec3 p){ | 
    
    |  |  | vec3 a = floor(p); | 
    
    |  |  | vec3 d = p - a; | 
    
    |  |  | d = d * d * (3.0 - 2.0 * d); | 
    
    |  |  |  | 
    
    |  |  | vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); | 
    
    |  |  | vec4 k1 = perm(b.xyxy); | 
    
    |  |  | vec4 k2 = perm(k1.xyxy + b.zzww); | 
    
    |  |  |  | 
    
    |  |  | vec4 c = k2 + a.zzzz; | 
    
    |  |  | vec4 k3 = perm(c); | 
    
    |  |  | vec4 k4 = perm(c + 1.0); | 
    
    |  |  |  | 
    
    |  |  | vec4 o1 = fract(k3 * (1.0 / 41.0)); | 
    
    |  |  | vec4 o2 = fract(k4 * (1.0 / 41.0)); | 
    
    |  |  |  | 
    
    |  |  | vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); | 
    
    |  |  | vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); | 
    
    |  |  |  | 
    
    |  |  | return o4.y * d.y + o4.x * (1.0 - d.y); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | //	<https://www.shadertoy.com/view/4dS3Wd> | 
    
    |  |  | //	By Morgan McGuire @morgan3d, http://graphicscodex.com | 
    
    |  |  | // | 
    
    |  |  | float hash(float n) { return fract(sin(n) * 1e4); } | 
    
    |  |  | float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } | 
    
    |  |  |  | 
    
    |  |  | float noise(float x) { | 
    
    |  |  | float i = floor(x); | 
    
    |  |  | float f = fract(x); | 
    
    |  |  | float u = f * f * (3.0 - 2.0 * f); | 
    
    |  |  | return mix(hash(i), hash(i + 1.0), u); | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | float noise(vec2 x) { | 
    
    |  |  | vec2 i = floor(x); | 
    
    |  |  | vec2 f = fract(x); | 
    
    |  |  |  | 
    
    |  |  | // Four corners in 2D of a tile | 
    
    |  |  | float a = hash(i); | 
    
    |  |  | float b = hash(i + vec2(1.0, 0.0)); | 
    
    |  |  | float c = hash(i + vec2(0.0, 1.0)); | 
    
    |  |  | float d = hash(i + vec2(1.0, 1.0)); | 
    
    |  |  |  | 
    
    |  |  | // Simple 2D lerp using smoothstep envelope between the values. | 
    
    |  |  | // return vec3(mix(mix(a, b, smoothstep(0.0, 1.0, f.x)), | 
    
    |  |  | //			mix(c, d, smoothstep(0.0, 1.0, f.x)), | 
    
    |  |  | //			smoothstep(0.0, 1.0, f.y))); | 
    
    |  |  |  | 
    
    |  |  | // Same code, with the clamps in smoothstep and common subexpressions | 
    
    |  |  | // optimized away. | 
    
    |  |  | vec2 u = f * f * (3.0 - 2.0 * f); | 
    
    |  |  | return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y; | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | // This one has non-ideal tiling properties that I'm still tuning | 
    
    |  |  | float noise(vec3 x) { | 
    
    |  |  | const vec3 step = vec3(110, 241, 171); | 
    
    |  |  |  | 
    
    |  |  | vec3 i = floor(x); | 
    
    |  |  | vec3 f = fract(x); | 
    
    |  |  |  | 
    
    |  |  | // For performance, compute the base input to a 1D hash from the integer part of the argument and the | 
    
    |  |  | // incremental change to the 1D based on the 3D -> 1D wrapping | 
    
    |  |  | float n = dot(i, step); | 
    
    |  |  |  | 
    
    |  |  | vec3 u = f * f * (3.0 - 2.0 * f); | 
    
    |  |  | return mix(mix(mix( hash(n + dot(step, vec3(0, 0, 0))), hash(n + dot(step, vec3(1, 0, 0))), u.x), | 
    
    |  |  | mix( hash(n + dot(step, vec3(0, 1, 0))), hash(n + dot(step, vec3(1, 1, 0))), u.x), u.y), | 
    
    |  |  | mix(mix( hash(n + dot(step, vec3(0, 0, 1))), hash(n + dot(step, vec3(1, 0, 1))), u.x), | 
    
    |  |  | mix( hash(n + dot(step, vec3(0, 1, 1))), hash(n + dot(step, vec3(1, 1, 1))), u.x), u.y), u.z); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | 
 | 
    
    |  |  | ## IQ NOISES | 
    
    |  |  | by inigo quilez | 
    
    |  |  | 
 | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | // <https://www.shadertoy.com/view/MdX3Rr> | 
    
    |  |  | //	by inigo quilez | 
    
    |  |  | // | 
    
    |  |  | float hash(float n){ return fract(sin(n) * 43758.5453123);} | 
    
    |  |  |  | 
    
    |  |  | float noise(vec2 x){ | 
    
    |  |  | vec2 p = floor(x); | 
    
    |  |  | vec2 f = fract(x); | 
    
    |  |  | f = f*f*(3.0-2.0*f); | 
    
    |  |  | float n = p.x + p.y*57.0; | 
    
    |  |  | float res = mix(mix( hash(n+  0.0), hash(n+  1.0),f.x), | 
    
    |  |  | mix( hash(n+ 57.0), hash(n+ 58.0),f.x),f.y); | 
    
    |  |  | return res; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | //  <https://www.shadertoy.com/view/XslGRr> | 
    
    |  |  | //	by inigo quilez | 
    
    |  |  | // | 
    
    |  |  | float hash(float n){ return fract(sin(n) * 43758.5453123);} | 
    
    |  |  |  | 
    
    |  |  | float noise(vec3 x){ | 
    
    |  |  | vec3 p = floor(x); | 
    
    |  |  | vec3 f = fract(x); | 
    
    |  |  | f = f*f*(3.0-2.0*f); | 
    
    |  |  |  | 
    
    |  |  | float n = p.x + p.y*157.0 + 113.0*p.z; | 
    
    |  |  | return mix(mix(mix( hash(n+  0.0), hash(n+  1.0),f.x), | 
    
    |  |  | mix( hash(n+157.0), hash(n+158.0),f.x),f.y), | 
    
    |  |  | mix(mix( hash(n+113.0), hash(n+114.0),f.x), | 
    
    |  |  | mix( hash(n+270.0), hash(n+271.0),f.x),f.y),f.z); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | //	<https://www.shadertoy.com/view/MdX3Rr> | 
    
    |  |  | //	by inigo quilez | 
    
    |  |  | // | 
    
    |  |  | float hash(float n){ return fract(sin(n) * 43758.5453123);} | 
    
    |  |  |  | 
    
    |  |  | vec3 noised( vec2 x ){ | 
    
    |  |  | vec2 p = floor(x); | 
    
    |  |  | vec2 f = fract(x); | 
    
    |  |  | vec2 u = f*f*(3.0-2.0*f); | 
    
    |  |  | float n = p.x + p.y*57.0; | 
    
    |  |  | float a = hash(n+  0.0); | 
    
    |  |  | float b = hash(n+  1.0); | 
    
    |  |  | float c = hash(n+ 57.0); | 
    
    |  |  | float d = hash(n+ 58.0); | 
    
    |  |  | return vec3(a+(b-a)*u.x+(c-a)*u.y+(a-b-c+d)*u.x*u.y, | 
    
    |  |  | 30.0*f*f*(f*(f-2.0)+1.0)*(vec2(b-a,c-a)+(a-b-c+d)*u.yx)); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ## Perlin Noise | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | float rand(vec2 c){ | 
    
    |  |  | return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453); | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | float noise(vec2 p, float freq ){ | 
    
    |  |  | float unit = screenWidth/freq; | 
    
    |  |  | vec2 ij = floor(p/unit); | 
    
    |  |  | vec2 xy = mod(p,unit)/unit; | 
    
    |  |  | //xy = 3.*xy*xy-2.*xy*xy*xy; | 
    
    |  |  | xy = .5*(1.-cos(PI*xy)); | 
    
    |  |  | float a = rand((ij+vec2(0.,0.))); | 
    
    |  |  | float b = rand((ij+vec2(1.,0.))); | 
    
    |  |  | float c = rand((ij+vec2(0.,1.))); | 
    
    |  |  | float d = rand((ij+vec2(1.,1.))); | 
    
    |  |  | float x1 = mix(a, b, xy.x); | 
    
    |  |  | float x2 = mix(c, d, xy.x); | 
    
    |  |  | return mix(x1, x2, xy.y); | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | float pNoise(vec2 p, int res){ | 
    
    |  |  | float persistance = .5; | 
    
    |  |  | float n = 0.; | 
    
    |  |  | float normK = 0.; | 
    
    |  |  | float f = 4.; | 
    
    |  |  | float amp = 1.; | 
    
    |  |  | int iCount = 0; | 
    
    |  |  | for (int i = 0; i<50; i++){ | 
    
    |  |  | n+=amp*noise(p, f); | 
    
    |  |  | f*=2.; | 
    
    |  |  | normK+=amp; | 
    
    |  |  | amp*=persistance; | 
    
    |  |  | if (iCount == res) break; | 
    
    |  |  | iCount++; | 
    
    |  |  | } | 
    
    |  |  | float nf = n/normK; | 
    
    |  |  | return nf*nf*nf*nf; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | #define M_PI 3.14159265358979323846 | 
    
    |  |  |  | 
    
    |  |  | float rand(vec2 co){return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);} | 
    
    |  |  | float rand (vec2 co, float l) {return rand(vec2(rand(co), l));} | 
    
    |  |  | float rand (vec2 co, float l, float t) {return rand(vec2(rand(co, l), t));} | 
    
    |  |  |  | 
    
    |  |  | float perlin(vec2 p, float dim, float time) { | 
    
    |  |  | vec2 pos = floor(p * dim); | 
    
    |  |  | vec2 posx = pos + vec2(1.0, 0.0); | 
    
    |  |  | vec2 posy = pos + vec2(0.0, 1.0); | 
    
    |  |  | vec2 posxy = pos + vec2(1.0); | 
    
    |  |  |  | 
    
    |  |  | float c = rand(pos, dim, time); | 
    
    |  |  | float cx = rand(posx, dim, time); | 
    
    |  |  | float cy = rand(posy, dim, time); | 
    
    |  |  | float cxy = rand(posxy, dim, time); | 
    
    |  |  |  | 
    
    |  |  | vec2 d = fract(p * dim); | 
    
    |  |  | d = -0.5 * cos(d * M_PI) + 0.5; | 
    
    |  |  |  | 
    
    |  |  | float ccx = mix(c, cx, d.x); | 
    
    |  |  | float cycxy = mix(cy, cxy, d.x); | 
    
    |  |  | float center = mix(ccx, cycxy, d.y); | 
    
    |  |  |  | 
    
    |  |  | return center * 2.0 - 1.0; | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | // p must be normalized! | 
    
    |  |  | float perlin(vec2 p, float dim) { | 
    
    |  |  |  | 
    
    |  |  | /*vec2 pos = floor(p * dim); | 
    
    |  |  | vec2 posx = pos + vec2(1.0, 0.0); | 
    
    |  |  | vec2 posy = pos + vec2(0.0, 1.0); | 
    
    |  |  | vec2 posxy = pos + vec2(1.0); | 
    
    |  |  |  | 
    
    |  |  | // For exclusively black/white noise | 
    
    |  |  | /*float c = step(rand(pos, dim), 0.5); | 
    
    |  |  | float cx = step(rand(posx, dim), 0.5); | 
    
    |  |  | float cy = step(rand(posy, dim), 0.5); | 
    
    |  |  | float cxy = step(rand(posxy, dim), 0.5);*/ | 
    
    |  |  |  | 
    
    |  |  | /*float c = rand(pos, dim); | 
    
    |  |  | float cx = rand(posx, dim); | 
    
    |  |  | float cy = rand(posy, dim); | 
    
    |  |  | float cxy = rand(posxy, dim); | 
    
    |  |  |  | 
    
    |  |  | vec2 d = fract(p * dim); | 
    
    |  |  | d = -0.5 * cos(d * M_PI) + 0.5; | 
    
    |  |  |  | 
    
    |  |  | float ccx = mix(c, cx, d.x); | 
    
    |  |  | float cycxy = mix(cy, cxy, d.x); | 
    
    |  |  | float center = mix(ccx, cycxy, d.y); | 
    
    |  |  |  | 
    
    |  |  | return center * 2.0 - 1.0;*/ | 
    
    |  |  | return perlin(p, dim, 0.0); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ##  Classic Perlin Noise | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | //	Classic Perlin 2D Noise | 
    
    |  |  | //	by Stefan Gustavson | 
    
    |  |  | // | 
    
    |  |  | vec2 fade(vec2 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | 
    
    |  |  |  | 
    
    |  |  | float cnoise(vec2 P){ | 
    
    |  |  | vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); | 
    
    |  |  | vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); | 
    
    |  |  | Pi = mod(Pi, 289.0); // To avoid truncation effects in permutation | 
    
    |  |  | vec4 ix = Pi.xzxz; | 
    
    |  |  | vec4 iy = Pi.yyww; | 
    
    |  |  | vec4 fx = Pf.xzxz; | 
    
    |  |  | vec4 fy = Pf.yyww; | 
    
    |  |  | vec4 i = permute(permute(ix) + iy); | 
    
    |  |  | vec4 gx = 2.0 * fract(i * 0.0243902439) - 1.0; // 1/41 = 0.024... | 
    
    |  |  | vec4 gy = abs(gx) - 0.5; | 
    
    |  |  | vec4 tx = floor(gx + 0.5); | 
    
    |  |  | gx = gx - tx; | 
    
    |  |  | vec2 g00 = vec2(gx.x,gy.x); | 
    
    |  |  | vec2 g10 = vec2(gx.y,gy.y); | 
    
    |  |  | vec2 g01 = vec2(gx.z,gy.z); | 
    
    |  |  | vec2 g11 = vec2(gx.w,gy.w); | 
    
    |  |  | vec4 norm = 1.79284291400159 - 0.85373472095314 * | 
    
    |  |  | vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)); | 
    
    |  |  | g00 *= norm.x; | 
    
    |  |  | g01 *= norm.y; | 
    
    |  |  | g10 *= norm.z; | 
    
    |  |  | g11 *= norm.w; | 
    
    |  |  | float n00 = dot(g00, vec2(fx.x, fy.x)); | 
    
    |  |  | float n10 = dot(g10, vec2(fx.y, fy.y)); | 
    
    |  |  | float n01 = dot(g01, vec2(fx.z, fy.z)); | 
    
    |  |  | float n11 = dot(g11, vec2(fx.w, fy.w)); | 
    
    |  |  | vec2 fade_xy = fade(Pf.xy); | 
    
    |  |  | vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); | 
    
    |  |  | float n_xy = mix(n_x.x, n_x.y, fade_xy.y); | 
    
    |  |  | return 2.3 * n_xy; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | //	Classic Perlin 3D Noise | 
    
    |  |  | //	by Stefan Gustavson | 
    
    |  |  | // | 
    
    |  |  | vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | 
    
    |  |  | vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | 
    
    |  |  | vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | 
    
    |  |  |  | 
    
    |  |  | float cnoise(vec3 P){ | 
    
    |  |  | vec3 Pi0 = floor(P); // Integer part for indexing | 
    
    |  |  | vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 | 
    
    |  |  | Pi0 = mod(Pi0, 289.0); | 
    
    |  |  | Pi1 = mod(Pi1, 289.0); | 
    
    |  |  | vec3 Pf0 = fract(P); // Fractional part for interpolation | 
    
    |  |  | vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 | 
    
    |  |  | vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | 
    
    |  |  | vec4 iy = vec4(Pi0.yy, Pi1.yy); | 
    
    |  |  | vec4 iz0 = Pi0.zzzz; | 
    
    |  |  | vec4 iz1 = Pi1.zzzz; | 
    
    |  |  |  | 
    
    |  |  | vec4 ixy = permute(permute(ix) + iy); | 
    
    |  |  | vec4 ixy0 = permute(ixy + iz0); | 
    
    |  |  | vec4 ixy1 = permute(ixy + iz1); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx0 = ixy0 / 7.0; | 
    
    |  |  | vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; | 
    
    |  |  | gx0 = fract(gx0); | 
    
    |  |  | vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | 
    
    |  |  | vec4 sz0 = step(gz0, vec4(0.0)); | 
    
    |  |  | gx0 -= sz0 * (step(0.0, gx0) - 0.5); | 
    
    |  |  | gy0 -= sz0 * (step(0.0, gy0) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx1 = ixy1 / 7.0; | 
    
    |  |  | vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; | 
    
    |  |  | gx1 = fract(gx1); | 
    
    |  |  | vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | 
    
    |  |  | vec4 sz1 = step(gz1, vec4(0.0)); | 
    
    |  |  | gx1 -= sz1 * (step(0.0, gx1) - 0.5); | 
    
    |  |  | gy1 -= sz1 * (step(0.0, gy1) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | 
    
    |  |  | vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | 
    
    |  |  | vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | 
    
    |  |  | vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | 
    
    |  |  | vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | 
    
    |  |  | vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | 
    
    |  |  | vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | 
    
    |  |  | vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | 
    
    |  |  |  | 
    
    |  |  | vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | 
    
    |  |  | g000 *= norm0.x; | 
    
    |  |  | g010 *= norm0.y; | 
    
    |  |  | g100 *= norm0.z; | 
    
    |  |  | g110 *= norm0.w; | 
    
    |  |  | vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | 
    
    |  |  | g001 *= norm1.x; | 
    
    |  |  | g011 *= norm1.y; | 
    
    |  |  | g101 *= norm1.z; | 
    
    |  |  | g111 *= norm1.w; | 
    
    |  |  |  | 
    
    |  |  | float n000 = dot(g000, Pf0); | 
    
    |  |  | float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | 
    
    |  |  | float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | 
    
    |  |  | float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | 
    
    |  |  | float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | 
    
    |  |  | float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | 
    
    |  |  | float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | 
    
    |  |  | float n111 = dot(g111, Pf1); | 
    
    |  |  |  | 
    
    |  |  | vec3 fade_xyz = fade(Pf0); | 
    
    |  |  | vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | 
    
    |  |  | vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | 
    
    |  |  | float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | 
    
    |  |  | return 2.2 * n_xyz; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  | //	Classic Perlin 3D Noise | 
    
    |  |  | //	by Stefan Gustavson | 
    
    |  |  | // | 
    
    |  |  | vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | 
    
    |  |  | vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | 
    
    |  |  | vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} | 
    
    |  |  |  | 
    
    |  |  | float cnoise(vec4 P){ | 
    
    |  |  | vec4 Pi0 = floor(P); // Integer part for indexing | 
    
    |  |  | vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 | 
    
    |  |  | Pi0 = mod(Pi0, 289.0); | 
    
    |  |  | Pi1 = mod(Pi1, 289.0); | 
    
    |  |  | vec4 Pf0 = fract(P); // Fractional part for interpolation | 
    
    |  |  | vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 | 
    
    |  |  | vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | 
    
    |  |  | vec4 iy = vec4(Pi0.yy, Pi1.yy); | 
    
    |  |  | vec4 iz0 = vec4(Pi0.zzzz); | 
    
    |  |  | vec4 iz1 = vec4(Pi1.zzzz); | 
    
    |  |  | vec4 iw0 = vec4(Pi0.wwww); | 
    
    |  |  | vec4 iw1 = vec4(Pi1.wwww); | 
    
    |  |  |  | 
    
    |  |  | vec4 ixy = permute(permute(ix) + iy); | 
    
    |  |  | vec4 ixy0 = permute(ixy + iz0); | 
    
    |  |  | vec4 ixy1 = permute(ixy + iz1); | 
    
    |  |  | vec4 ixy00 = permute(ixy0 + iw0); | 
    
    |  |  | vec4 ixy01 = permute(ixy0 + iw1); | 
    
    |  |  | vec4 ixy10 = permute(ixy1 + iw0); | 
    
    |  |  | vec4 ixy11 = permute(ixy1 + iw1); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx00 = ixy00 / 7.0; | 
    
    |  |  | vec4 gy00 = floor(gx00) / 7.0; | 
    
    |  |  | vec4 gz00 = floor(gy00) / 6.0; | 
    
    |  |  | gx00 = fract(gx00) - 0.5; | 
    
    |  |  | gy00 = fract(gy00) - 0.5; | 
    
    |  |  | gz00 = fract(gz00) - 0.5; | 
    
    |  |  | vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); | 
    
    |  |  | vec4 sw00 = step(gw00, vec4(0.0)); | 
    
    |  |  | gx00 -= sw00 * (step(0.0, gx00) - 0.5); | 
    
    |  |  | gy00 -= sw00 * (step(0.0, gy00) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx01 = ixy01 / 7.0; | 
    
    |  |  | vec4 gy01 = floor(gx01) / 7.0; | 
    
    |  |  | vec4 gz01 = floor(gy01) / 6.0; | 
    
    |  |  | gx01 = fract(gx01) - 0.5; | 
    
    |  |  | gy01 = fract(gy01) - 0.5; | 
    
    |  |  | gz01 = fract(gz01) - 0.5; | 
    
    |  |  | vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); | 
    
    |  |  | vec4 sw01 = step(gw01, vec4(0.0)); | 
    
    |  |  | gx01 -= sw01 * (step(0.0, gx01) - 0.5); | 
    
    |  |  | gy01 -= sw01 * (step(0.0, gy01) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx10 = ixy10 / 7.0; | 
    
    |  |  | vec4 gy10 = floor(gx10) / 7.0; | 
    
    |  |  | vec4 gz10 = floor(gy10) / 6.0; | 
    
    |  |  | gx10 = fract(gx10) - 0.5; | 
    
    |  |  | gy10 = fract(gy10) - 0.5; | 
    
    |  |  | gz10 = fract(gz10) - 0.5; | 
    
    |  |  | vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); | 
    
    |  |  | vec4 sw10 = step(gw10, vec4(0.0)); | 
    
    |  |  | gx10 -= sw10 * (step(0.0, gx10) - 0.5); | 
    
    |  |  | gy10 -= sw10 * (step(0.0, gy10) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx11 = ixy11 / 7.0; | 
    
    |  |  | vec4 gy11 = floor(gx11) / 7.0; | 
    
    |  |  | vec4 gz11 = floor(gy11) / 6.0; | 
    
    |  |  | gx11 = fract(gx11) - 0.5; | 
    
    |  |  | gy11 = fract(gy11) - 0.5; | 
    
    |  |  | gz11 = fract(gz11) - 0.5; | 
    
    |  |  | vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); | 
    
    |  |  | vec4 sw11 = step(gw11, vec4(0.0)); | 
    
    |  |  | gx11 -= sw11 * (step(0.0, gx11) - 0.5); | 
    
    |  |  | gy11 -= sw11 * (step(0.0, gy11) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); | 
    
    |  |  | vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); | 
    
    |  |  | vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); | 
    
    |  |  | vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); | 
    
    |  |  | vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); | 
    
    |  |  | vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); | 
    
    |  |  | vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); | 
    
    |  |  | vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); | 
    
    |  |  | vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); | 
    
    |  |  | vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); | 
    
    |  |  | vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); | 
    
    |  |  | vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); | 
    
    |  |  | vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); | 
    
    |  |  | vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); | 
    
    |  |  | vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); | 
    
    |  |  | vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); | 
    
    |  |  |  | 
    
    |  |  | vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); | 
    
    |  |  | g0000 *= norm00.x; | 
    
    |  |  | g0100 *= norm00.y; | 
    
    |  |  | g1000 *= norm00.z; | 
    
    |  |  | g1100 *= norm00.w; | 
    
    |  |  |  | 
    
    |  |  | vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); | 
    
    |  |  | g0001 *= norm01.x; | 
    
    |  |  | g0101 *= norm01.y; | 
    
    |  |  | g1001 *= norm01.z; | 
    
    |  |  | g1101 *= norm01.w; | 
    
    |  |  |  | 
    
    |  |  | vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); | 
    
    |  |  | g0010 *= norm10.x; | 
    
    |  |  | g0110 *= norm10.y; | 
    
    |  |  | g1010 *= norm10.z; | 
    
    |  |  | g1110 *= norm10.w; | 
    
    |  |  |  | 
    
    |  |  | vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); | 
    
    |  |  | g0011 *= norm11.x; | 
    
    |  |  | g0111 *= norm11.y; | 
    
    |  |  | g1011 *= norm11.z; | 
    
    |  |  | g1111 *= norm11.w; | 
    
    |  |  |  | 
    
    |  |  | float n0000 = dot(g0000, Pf0); | 
    
    |  |  | float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); | 
    
    |  |  | float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); | 
    
    |  |  | float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); | 
    
    |  |  | float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); | 
    
    |  |  | float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); | 
    
    |  |  | float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); | 
    
    |  |  | float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); | 
    
    |  |  | float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); | 
    
    |  |  | float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); | 
    
    |  |  | float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); | 
    
    |  |  | float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); | 
    
    |  |  | float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); | 
    
    |  |  | float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); | 
    
    |  |  | float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); | 
    
    |  |  | float n1111 = dot(g1111, Pf1); | 
    
    |  |  |  | 
    
    |  |  | vec4 fade_xyzw = fade(Pf0); | 
    
    |  |  | vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); | 
    
    |  |  | vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); | 
    
    |  |  | vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); | 
    
    |  |  | vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); | 
    
    |  |  | float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); | 
    
    |  |  | return 2.2 * n_xyzw; | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | // Classic Perlin noise, periodic version | 
    
    |  |  | float cnoise(vec4 P, vec4 rep){ | 
    
    |  |  | vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep | 
    
    |  |  | vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep | 
    
    |  |  | vec4 Pf0 = fract(P); // Fractional part for interpolation | 
    
    |  |  | vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0 | 
    
    |  |  | vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | 
    
    |  |  | vec4 iy = vec4(Pi0.yy, Pi1.yy); | 
    
    |  |  | vec4 iz0 = vec4(Pi0.zzzz); | 
    
    |  |  | vec4 iz1 = vec4(Pi1.zzzz); | 
    
    |  |  | vec4 iw0 = vec4(Pi0.wwww); | 
    
    |  |  | vec4 iw1 = vec4(Pi1.wwww); | 
    
    |  |  |  | 
    
    |  |  | vec4 ixy = permute(permute(ix) + iy); | 
    
    |  |  | vec4 ixy0 = permute(ixy + iz0); | 
    
    |  |  | vec4 ixy1 = permute(ixy + iz1); | 
    
    |  |  | vec4 ixy00 = permute(ixy0 + iw0); | 
    
    |  |  | vec4 ixy01 = permute(ixy0 + iw1); | 
    
    |  |  | vec4 ixy10 = permute(ixy1 + iw0); | 
    
    |  |  | vec4 ixy11 = permute(ixy1 + iw1); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx00 = ixy00 / 7.0; | 
    
    |  |  | vec4 gy00 = floor(gx00) / 7.0; | 
    
    |  |  | vec4 gz00 = floor(gy00) / 6.0; | 
    
    |  |  | gx00 = fract(gx00) - 0.5; | 
    
    |  |  | gy00 = fract(gy00) - 0.5; | 
    
    |  |  | gz00 = fract(gz00) - 0.5; | 
    
    |  |  | vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); | 
    
    |  |  | vec4 sw00 = step(gw00, vec4(0.0)); | 
    
    |  |  | gx00 -= sw00 * (step(0.0, gx00) - 0.5); | 
    
    |  |  | gy00 -= sw00 * (step(0.0, gy00) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx01 = ixy01 / 7.0; | 
    
    |  |  | vec4 gy01 = floor(gx01) / 7.0; | 
    
    |  |  | vec4 gz01 = floor(gy01) / 6.0; | 
    
    |  |  | gx01 = fract(gx01) - 0.5; | 
    
    |  |  | gy01 = fract(gy01) - 0.5; | 
    
    |  |  | gz01 = fract(gz01) - 0.5; | 
    
    |  |  | vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); | 
    
    |  |  | vec4 sw01 = step(gw01, vec4(0.0)); | 
    
    |  |  | gx01 -= sw01 * (step(0.0, gx01) - 0.5); | 
    
    |  |  | gy01 -= sw01 * (step(0.0, gy01) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx10 = ixy10 / 7.0; | 
    
    |  |  | vec4 gy10 = floor(gx10) / 7.0; | 
    
    |  |  | vec4 gz10 = floor(gy10) / 6.0; | 
    
    |  |  | gx10 = fract(gx10) - 0.5; | 
    
    |  |  | gy10 = fract(gy10) - 0.5; | 
    
    |  |  | gz10 = fract(gz10) - 0.5; | 
    
    |  |  | vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); | 
    
    |  |  | vec4 sw10 = step(gw10, vec4(0.0)); | 
    
    |  |  | gx10 -= sw10 * (step(0.0, gx10) - 0.5); | 
    
    |  |  | gy10 -= sw10 * (step(0.0, gy10) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 gx11 = ixy11 / 7.0; | 
    
    |  |  | vec4 gy11 = floor(gx11) / 7.0; | 
    
    |  |  | vec4 gz11 = floor(gy11) / 6.0; | 
    
    |  |  | gx11 = fract(gx11) - 0.5; | 
    
    |  |  | gy11 = fract(gy11) - 0.5; | 
    
    |  |  | gz11 = fract(gz11) - 0.5; | 
    
    |  |  | vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); | 
    
    |  |  | vec4 sw11 = step(gw11, vec4(0.0)); | 
    
    |  |  | gx11 -= sw11 * (step(0.0, gx11) - 0.5); | 
    
    |  |  | gy11 -= sw11 * (step(0.0, gy11) - 0.5); | 
    
    |  |  |  | 
    
    |  |  | vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); | 
    
    |  |  | vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); | 
    
    |  |  | vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); | 
    
    |  |  | vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); | 
    
    |  |  | vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); | 
    
    |  |  | vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); | 
    
    |  |  | vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); | 
    
    |  |  | vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); | 
    
    |  |  | vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); | 
    
    |  |  | vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); | 
    
    |  |  | vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); | 
    
    |  |  | vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); | 
    
    |  |  | vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); | 
    
    |  |  | vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); | 
    
    |  |  | vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); | 
    
    |  |  | vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); | 
    
    |  |  |  | 
    
    |  |  | vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); | 
    
    |  |  | g0000 *= norm00.x; | 
    
    |  |  | g0100 *= norm00.y; | 
    
    |  |  | g1000 *= norm00.z; | 
    
    |  |  | g1100 *= norm00.w; | 
    
    |  |  |  | 
    
    |  |  | vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); | 
    
    |  |  | g0001 *= norm01.x; | 
    
    |  |  | g0101 *= norm01.y; | 
    
    |  |  | g1001 *= norm01.z; | 
    
    |  |  | g1101 *= norm01.w; | 
    
    |  |  |  | 
    
    |  |  | vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); | 
    
    |  |  | g0010 *= norm10.x; | 
    
    |  |  | g0110 *= norm10.y; | 
    
    |  |  | g1010 *= norm10.z; | 
    
    |  |  | g1110 *= norm10.w; | 
    
    |  |  |  | 
    
    |  |  | vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); | 
    
    |  |  | g0011 *= norm11.x; | 
    
    |  |  | g0111 *= norm11.y; | 
    
    |  |  | g1011 *= norm11.z; | 
    
    |  |  | g1111 *= norm11.w; | 
    
    |  |  |  | 
    
    |  |  | float n0000 = dot(g0000, Pf0); | 
    
    |  |  | float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); | 
    
    |  |  | float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); | 
    
    |  |  | float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); | 
    
    |  |  | float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); | 
    
    |  |  | float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); | 
    
    |  |  | float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); | 
    
    |  |  | float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); | 
    
    |  |  | float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); | 
    
    |  |  | float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); | 
    
    |  |  | float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); | 
    
    |  |  | float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); | 
    
    |  |  | float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); | 
    
    |  |  | float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); | 
    
    |  |  | float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); | 
    
    |  |  | float n1111 = dot(g1111, Pf1); | 
    
    |  |  |  | 
    
    |  |  | vec4 fade_xyzw = fade(Pf0); | 
    
    |  |  | vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); | 
    
    |  |  | vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); | 
    
    |  |  | vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); | 
    
    |  |  | vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); | 
    
    |  |  | float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); | 
    
    |  |  | return 2.2 * n_xyzw; | 
    
    |  |  | } | 
    
    |  |  |  | 
    
    |  |  | ### [Simplex Noise](http://en.wikipedia.org/wiki/Simplex_noise) | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | // Simplex 2D noise | 
    
    |  |  | // | 
    
    |  |  | vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } | 
    
    |  |  | 
 | 
    
    |  |  | float snoise(vec2 v){ | 
    
    |  |  | const vec4 C = vec4(0.211324865405187, 0.366025403784439, | 
    
    |  |  | -0.577350269189626, 0.024390243902439); | 
    
    |  |  | vec2 i  = floor(v + dot(v, C.yy) ); | 
    
    |  |  | vec2 x0 = v -   i + dot(i, C.xx); | 
    
    |  |  | vec2 i1; | 
    
    |  |  | i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); | 
    
    |  |  | vec4 x12 = x0.xyxy + C.xxzz; | 
    
    |  |  | x12.xy -= i1; | 
    
    |  |  | i = mod(i, 289.0); | 
    
    |  |  | vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) | 
    
    |  |  | + i.x + vec3(0.0, i1.x, 1.0 )); | 
    
    |  |  | vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), | 
    
    |  |  | dot(x12.zw,x12.zw)), 0.0); | 
    
    |  |  | m = m*m ; | 
    
    |  |  | m = m*m ; | 
    
    |  |  | 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; | 
    
    |  |  | m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); | 
    
    |  |  | vec3 g; | 
    
    |  |  | g.x  = a0.x  * x0.x  + h.x  * x0.y; | 
    
    |  |  | g.yz = a0.yz * x12.xz + h.yz * x12.yw; | 
    
    |  |  | return 130.0 * dot(m, g); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | //	Simplex 3D Noise | 
    
    |  |  | //	by Ian McEwan, Ashima Arts | 
    
    |  |  | // | 
    
    |  |  | vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | 
    
    |  |  | vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | 
    
    |  |  | 
 | 
    
    |  |  | float snoise(vec3 v){ | 
    
    |  |  | const vec2  C = vec2(1.0/6.0, 1.0/3.0) ; | 
    
    |  |  | const vec4  D = vec4(0.0, 0.5, 1.0, 2.0); | 
    
    |  |  | 
 | 
    
    |  |  | // First corner | 
    
    |  |  | vec3 i  = floor(v + dot(v, C.yyy) ); | 
    
    |  |  | vec3 x0 =   v - i + dot(i, C.xxx) ; | 
    
    |  |  | 
 | 
    
    |  |  | // Other corners | 
    
    |  |  | vec3 g = step(x0.yzx, x0.xyz); | 
    
    |  |  | vec3 l = 1.0 - g; | 
    
    |  |  | vec3 i1 = min( g.xyz, l.zxy ); | 
    
    |  |  | vec3 i2 = max( g.xyz, l.zxy ); | 
    
    |  |  | 
 | 
    
    |  |  | //  x0 = x0 - 0. + 0.0 * C | 
    
    |  |  | vec3 x1 = x0 - i1 + 1.0 * C.xxx; | 
    
    |  |  | vec3 x2 = x0 - i2 + 2.0 * C.xxx; | 
    
    |  |  | vec3 x3 = x0 - 1. + 3.0 * C.xxx; | 
    
    |  |  | 
 | 
    
    |  |  | // Permutations | 
    
    |  |  | i = mod(i, 289.0 ); | 
    
    |  |  | vec4 p = permute( permute( permute( | 
    
    |  |  | i.z + vec4(0.0, i1.z, i2.z, 1.0 )) | 
    
    |  |  | + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) | 
    
    |  |  | + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); | 
    
    |  |  | 
 | 
    
    |  |  | // Gradients | 
    
    |  |  | // ( N*N points uniformly over a square, mapped onto an octahedron.) | 
    
    |  |  | float n_ = 1.0/7.0; // N=7 | 
    
    |  |  | vec3  ns = n_ * D.wyz - D.xzx; | 
    
    |  |  | 
 | 
    
    |  |  | vec4 j = p - 49.0 * floor(p * ns.z *ns.z);  //  mod(p,N*N) | 
    
    |  |  | 
 | 
    
    |  |  | vec4 x_ = floor(j * ns.z); | 
    
    |  |  | vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N) | 
    
    |  |  | 
 | 
    
    |  |  | vec4 x = x_ *ns.x + ns.yyyy; | 
    
    |  |  | vec4 y = y_ *ns.x + ns.yyyy; | 
    
    |  |  | vec4 h = 1.0 - abs(x) - abs(y); | 
    
    |  |  | 
 | 
    
    |  |  | vec4 b0 = vec4( x.xy, y.xy ); | 
    
    |  |  | vec4 b1 = vec4( x.zw, y.zw ); | 
    
    |  |  | 
 | 
    
    |  |  | vec4 s0 = floor(b0)*2.0 + 1.0; | 
    
    |  |  | vec4 s1 = floor(b1)*2.0 + 1.0; | 
    
    |  |  | vec4 sh = -step(h, vec4(0.0)); | 
    
    |  |  | 
 | 
    
    |  |  | vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; | 
    
    |  |  | vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; | 
    
    |  |  | 
 | 
    
    |  |  | vec3 p0 = vec3(a0.xy,h.x); | 
    
    |  |  | vec3 p1 = vec3(a0.zw,h.y); | 
    
    |  |  | vec3 p2 = vec3(a1.xy,h.z); | 
    
    |  |  | vec3 p3 = vec3(a1.zw,h.w); | 
    
    |  |  | 
 | 
    
    |  |  | //Normalise gradients | 
    
    |  |  | vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | 
    
    |  |  | p0 *= norm.x; | 
    
    |  |  | p1 *= norm.y; | 
    
    |  |  | p2 *= norm.z; | 
    
    |  |  | p3 *= norm.w; | 
    
    |  |  | 
 | 
    
    |  |  | // Mix final noise value | 
    
    |  |  | vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); | 
    
    |  |  | m = m * m; | 
    
    |  |  | return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), | 
    
    |  |  | dot(p2,x2), dot(p3,x3) ) ); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | //	Simplex 4D Noise | 
    
    |  |  | //	by Ian McEwan, Ashima Arts | 
    
    |  |  | // | 
    
    |  |  | vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} | 
    
    |  |  | float permute(float x){return floor(mod(((x*34.0)+1.0)*x, 289.0));} | 
    
    |  |  | vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} | 
    
    |  |  | float taylorInvSqrt(float r){return 1.79284291400159 - 0.85373472095314 * r;} | 
    
    |  |  | 
 | 
    
    |  |  | vec4 grad4(float j, vec4 ip){ | 
    
    |  |  | const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0); | 
    
    |  |  | vec4 p,s; | 
    
    |  |  | 
 | 
    
    |  |  | p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0; | 
    
    |  |  | p.w = 1.5 - dot(abs(p.xyz), ones.xyz); | 
    
    |  |  | s = vec4(lessThan(p, vec4(0.0))); | 
    
    |  |  | p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www; | 
    
    |  |  | 
 | 
    
    |  |  | return p; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float snoise(vec4 v){ | 
    
    |  |  | const vec2  C = vec2( 0.138196601125010504,  // (5 - sqrt(5))/20  G4 | 
    
    |  |  | 0.309016994374947451); // (sqrt(5) - 1)/4   F4 | 
    
    |  |  | // First corner | 
    
    |  |  | vec4 i  = floor(v + dot(v, C.yyyy) ); | 
    
    |  |  | vec4 x0 = v -   i + dot(i, C.xxxx); | 
    
    |  |  | 
 | 
    
    |  |  | // Other corners | 
    
    |  |  | 
 | 
    
    |  |  | // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) | 
    
    |  |  | vec4 i0; | 
    
    |  |  | 
 | 
    
    |  |  | vec3 isX = step( x0.yzw, x0.xxx ); | 
    
    |  |  | vec3 isYZ = step( x0.zww, x0.yyz ); | 
    
    |  |  | //  i0.x = dot( isX, vec3( 1.0 ) ); | 
    
    |  |  | i0.x = isX.x + isX.y + isX.z; | 
    
    |  |  | i0.yzw = 1.0 - isX; | 
    
    |  |  | 
 | 
    
    |  |  | //  i0.y += dot( isYZ.xy, vec2( 1.0 ) ); | 
    
    |  |  | i0.y += isYZ.x + isYZ.y; | 
    
    |  |  | i0.zw += 1.0 - isYZ.xy; | 
    
    |  |  | 
 | 
    
    |  |  | i0.z += isYZ.z; | 
    
    |  |  | i0.w += 1.0 - isYZ.z; | 
    
    |  |  | 
 | 
    
    |  |  | // i0 now contains the unique values 0,1,2,3 in each channel | 
    
    |  |  | vec4 i3 = clamp( i0, 0.0, 1.0 ); | 
    
    |  |  | vec4 i2 = clamp( i0-1.0, 0.0, 1.0 ); | 
    
    |  |  | vec4 i1 = clamp( i0-2.0, 0.0, 1.0 ); | 
    
    |  |  | 
 | 
    
    |  |  | //  x0 = x0 - 0.0 + 0.0 * C | 
    
    |  |  | vec4 x1 = x0 - i1 + 1.0 * C.xxxx; | 
    
    |  |  | vec4 x2 = x0 - i2 + 2.0 * C.xxxx; | 
    
    |  |  | vec4 x3 = x0 - i3 + 3.0 * C.xxxx; | 
    
    |  |  | vec4 x4 = x0 - 1.0 + 4.0 * C.xxxx; | 
    
    |  |  | 
 | 
    
    |  |  | // Permutations | 
    
    |  |  | i = mod(i, 289.0); | 
    
    |  |  | float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x); | 
    
    |  |  | vec4 j1 = permute( permute( permute( permute ( | 
    
    |  |  | i.w + vec4(i1.w, i2.w, i3.w, 1.0 )) | 
    
    |  |  | + i.z + vec4(i1.z, i2.z, i3.z, 1.0 )) | 
    
    |  |  | + i.y + vec4(i1.y, i2.y, i3.y, 1.0 )) | 
    
    |  |  | + i.x + vec4(i1.x, i2.x, i3.x, 1.0 )); | 
    
    |  |  | // Gradients | 
    
    |  |  | // ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.) | 
    
    |  |  | // 7*7*6 = 294, which is close to the ring size 17*17 = 289. | 
    
    |  |  | 
 | 
    
    |  |  | vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ; | 
    
    |  |  | 
 | 
    
    |  |  | vec4 p0 = grad4(j0,   ip); | 
    
    |  |  | vec4 p1 = grad4(j1.x, ip); | 
    
    |  |  | vec4 p2 = grad4(j1.y, ip); | 
    
    |  |  | vec4 p3 = grad4(j1.z, ip); | 
    
    |  |  | vec4 p4 = grad4(j1.w, ip); | 
    
    |  |  | 
 | 
    
    |  |  | // Normalise gradients | 
    
    |  |  | vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); | 
    
    |  |  | p0 *= norm.x; | 
    
    |  |  | p1 *= norm.y; | 
    
    |  |  | p2 *= norm.z; | 
    
    |  |  | p3 *= norm.w; | 
    
    |  |  | p4 *= taylorInvSqrt(dot(p4,p4)); | 
    
    |  |  | 
 | 
    
    |  |  | // Mix contributions from the five corners | 
    
    |  |  | vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0); | 
    
    |  |  | vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4)            ), 0.0); | 
    
    |  |  | m0 = m0 * m0; | 
    
    |  |  | m1 = m1 * m1; | 
    
    |  |  | return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 ))) | 
    
    |  |  | + dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ; | 
    
    |  |  | 
 | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | // 	<www.shadertoy.com/view/XsX3zB> | 
    
    |  |  | //	by Nikita Miropolskiy | 
    
    |  |  | 
 | 
    
    |  |  | /* discontinuous pseudorandom uniformly distributed in [-0.5, +0.5]^3 */ | 
    
    |  |  | vec3 random3(vec3 c) { | 
    
    |  |  | float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); | 
    
    |  |  | vec3 r; | 
    
    |  |  | r.z = fract(512.0*j); | 
    
    |  |  | j *= .125; | 
    
    |  |  | r.x = fract(512.0*j); | 
    
    |  |  | j *= .125; | 
    
    |  |  | r.y = fract(512.0*j); | 
    
    |  |  | return r-0.5; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | const float F3 =  0.3333333; | 
    
    |  |  | const float G3 =  0.1666667; | 
    
    |  |  | float snoise(vec3 p) { | 
    
    |  |  | 
 | 
    
    |  |  | vec3 s = floor(p + dot(p, vec3(F3))); | 
    
    |  |  | vec3 x = p - s + dot(s, vec3(G3)); | 
    
    |  |  |  | 
    
    |  |  | vec3 e = step(vec3(0.0), x - x.yzx); | 
    
    |  |  | vec3 i1 = e*(1.0 - e.zxy); | 
    
    |  |  | vec3 i2 = 1.0 - e.zxy*(1.0 - e); | 
    
    |  |  |  | 
    
    |  |  | vec3 x1 = x - i1 + G3; | 
    
    |  |  | vec3 x2 = x - i2 + 2.0*G3; | 
    
    |  |  | vec3 x3 = x - 1.0 + 3.0*G3; | 
    
    |  |  |  | 
    
    |  |  | vec4 w, d; | 
    
    |  |  |  | 
    
    |  |  | w.x = dot(x, x); | 
    
    |  |  | w.y = dot(x1, x1); | 
    
    |  |  | w.z = dot(x2, x2); | 
    
    |  |  | w.w = dot(x3, x3); | 
    
    |  |  |  | 
    
    |  |  | w = max(0.6 - w, 0.0); | 
    
    |  |  |  | 
    
    |  |  | d.x = dot(random3(s), x); | 
    
    |  |  | d.y = dot(random3(s + i1), x1); | 
    
    |  |  | d.z = dot(random3(s + i2), x2); | 
    
    |  |  | d.w = dot(random3(s + 1.0), x3); | 
    
    |  |  |  | 
    
    |  |  | w *= w; | 
    
    |  |  | w *= w; | 
    
    |  |  | d *= w; | 
    
    |  |  |  | 
    
    |  |  | return dot(d, vec4(52.0)); | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float snoiseFractal(vec3 m) { | 
    
    |  |  | return   0.5333333* snoise(m) | 
    
    |  |  | +0.2666667* snoise(2.0*m) | 
    
    |  |  | +0.1333333* snoise(4.0*m) | 
    
    |  |  | +0.0666667* snoise(8.0*m); | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ## NOISE SubTypes | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | // Blur noise | 
    
    |  |  | // | 
    
    |  |  | float smooth_noise(vec2 pos){ | 
    
    |  |  | return   ( noise(pos + vec2(1,1)) + noise(pos + vec2(1,1)) + noise(pos + vec2(1,1)) + noise(pos + vec2(1,1)) ) / 16.0 | 
    
    |  |  | + ( noise(pos + vec2(1,0)) + noise(pos + vec2(-1,0)) + noise(pos + vec2(0,1)) + noise(pos + vec2(0,-1)) ) / 8.0 | 
    
    |  |  | + noise(pos) / 4.0; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | // Linear interpolation | 
    
    |  |  | // | 
    
    |  |  | float interpolate_noise(vec2 pos){ | 
    
    |  |  | float	a, b, c, d; | 
    
    |  |  | 
 | 
    
    |  |  | a = smooth_noise(floor(pos)); | 
    
    |  |  | b = smooth_noise(vec2(floor(pos.x+1.0), floor(pos.y))); | 
    
    |  |  | c = smooth_noise(vec2(floor(pos.x), floor(pos.y+1.0))); | 
    
    |  |  | d = smooth_noise(vec2(floor(pos.x+1.0), floor(pos.y+1.0))); | 
    
    |  |  | 
 | 
    
    |  |  | a = mix(a, b, fract(pos.x)); | 
    
    |  |  | b = mix(c, d, fract(pos.x)); | 
    
    |  |  | a = mix(a, b, fract(pos.y)); | 
    
    |  |  | 
 | 
    
    |  |  | return a; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | //	Noise Flow <https://www.shadertoy.com/view/lslXRS> | 
    
    |  |  | //	by nimitz (stormoid.com) (twitter: @stormoid) | 
    
    |  |  | // | 
    
    |  |  | mat2 makem2(in float theta){float c = cos(theta);float s = sin(theta);return mat2(c,-s,s,c);} | 
    
    |  |  | 
 | 
    
    |  |  | vec2 gradn(vec2 p){ | 
    
    |  |  | float ep = .09; | 
    
    |  |  | float gradx = noise(vec2(p.x+ep,p.y))-noise(vec2(p.x-ep,p.y)); | 
    
    |  |  | float grady = noise(vec2(p.x,p.y+ep))-noise(vec2(p.x,p.y-ep)); | 
    
    |  |  | return vec2(gradx,grady); | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float flow(vec2 p){ | 
    
    |  |  | float z=2.; | 
    
    |  |  | float rz = 0.; | 
    
    |  |  | vec2 bp = p; | 
    
    |  |  | for (float i= 1.;i < 7.;i++ ){ | 
    
    |  |  | //primary flow speed | 
    
    |  |  | p += time*1.5; | 
    
    |  |  | 
 | 
    
    |  |  | //secondary flow speed (speed of the perceived flow) | 
    
    |  |  | bp += time*2.; | 
    
    |  |  | 
 | 
    
    |  |  | //displacement field (try changing time multiplier) | 
    
    |  |  | vec2 gr = gradn(i*p*.34+time*1.); | 
    
    |  |  | 
 | 
    
    |  |  | //rotation of the displacement field | 
    
    |  |  | gr*=makem2(time*10.-(0.05*p.x+0.03*p.y)*40.); | 
    
    |  |  | 
 | 
    
    |  |  | //displace the system | 
    
    |  |  | p += gr*.5; | 
    
    |  |  | 
 | 
    
    |  |  | //add noise octave | 
    
    |  |  | rz+= (sin(noise(p)*7.)*0.5+0.5)/z; | 
    
    |  |  | 
 | 
    
    |  |  | //blend factor (blending displaced system with base system) | 
    
    |  |  | //you could call this advection factor (.5 being low, .95 being high) | 
    
    |  |  | p = mix(bp,p,.8); | 
    
    |  |  | 
 | 
    
    |  |  | //intensity scaling | 
    
    |  |  | z *= 1.4; | 
    
    |  |  | //octave scaling | 
    
    |  |  | p *= 2.; | 
    
    |  |  | bp *= 1.9; | 
    
    |  |  | } | 
    
    |  |  | return rz; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ### NormalMap Noise | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | vec3 normalNoise(vec2 _st, float _zoom, float _speed){ | 
    
    |  |  | vec2 v1 = _st; | 
    
    |  |  | vec2 v2 = _st; | 
    
    |  |  | vec2 v3 = _st; | 
    
    |  |  | float expon = pow(10.0, _zoom*2.0); | 
    
    |  |  | v1 /= 1.0*expon; | 
    
    |  |  | v2 /= 0.62*expon; | 
    
    |  |  | v3 /= 0.83*expon; | 
    
    |  |  | float n = time*_speed; | 
    
    |  |  | float nr = (simplexNoise(vec3(v1, n)) + simplexNoise(vec3(v2, n)) + simplexNoise(vec3(v3, n))) / 6.0 + 0.5; | 
    
    |  |  | n = time * _speed + 1000.0; | 
    
    |  |  | float ng = (simplexNoise(vec3(v1, n)) + simplexNoise(vec3(v2, n)) + simplexNoise(vec3(v3, n))) / 6.0 + 0.5; | 
    
    |  |  | return vec3(nr,ng,0.5); | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ## VoroNoise | 
    
    |  |  |  | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | //	<https://www.shadertoy.com/view/Xd23Dh> | 
    
    |  |  | //	by inigo quilez <http://iquilezles.org/www/articles/voronoise/voronoise.htm> | 
    
    |  |  | // | 
    
    |  |  | 
 | 
    
    |  |  | vec3 hash3( vec2 p ){ | 
    
    |  |  | vec3 q = vec3( dot(p,vec2(127.1,311.7)), | 
    
    |  |  | dot(p,vec2(269.5,183.3)), | 
    
    |  |  | dot(p,vec2(419.2,371.9)) ); | 
    
    |  |  | return fract(sin(q)*43758.5453); | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float iqnoise( in vec2 x, float u, float v ){ | 
    
    |  |  | vec2 p = floor(x); | 
    
    |  |  | vec2 f = fract(x); | 
    
    |  |  | 
 | 
    
    |  |  | float k = 1.0+63.0*pow(1.0-v,4.0); | 
    
    |  |  | 
 | 
    
    |  |  | float va = 0.0; | 
    
    |  |  | float wt = 0.0; | 
    
    |  |  | for( int j=-2; j<=2; j++ ) | 
    
    |  |  | for( int i=-2; i<=2; i++ ) | 
    
    |  |  | { | 
    
    |  |  | vec2 g = vec2( float(i),float(j) ); | 
    
    |  |  | vec3 o = hash3( p + g )*vec3(u,u,1.0); | 
    
    |  |  | vec2 r = g - f + o.xy; | 
    
    |  |  | float d = dot(r,r); | 
    
    |  |  | float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k ); | 
    
    |  |  | va += o.z*ww; | 
    
    |  |  | wt += ww; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | return va/wt; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  |  | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | //	https://www.shadertoy.com/view/lsjGWD | 
    
    |  |  | //	by Pietro De Nicola | 
    
    |  |  | // | 
    
    |  |  | #define OCTAVES   		1		// 7 | 
    
    |  |  | #define SWITCH_TIME 	60.0		// seconds | 
    
    |  |  | 
 | 
    
    |  |  | float t = time/SWITCH_TIME; | 
    
    |  |  | 
 | 
    
    |  |  | float function 			= mod(t,4.0); | 
    
    |  |  | bool  multiply_by_F1	= mod(t,8.0)  >= 4.0; | 
    
    |  |  | bool  inverse				= mod(t,16.0) >= 8.0; | 
    
    |  |  | float distance_type	= mod(t/16.0,4.0); | 
    
    |  |  | 
 | 
    
    |  |  | vec2 hash( vec2 p ){ | 
    
    |  |  | p = vec2( dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))); | 
    
    |  |  | return fract(sin(p)*43758.5453); | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float voronoi( in vec2 x ){ | 
    
    |  |  | vec2 n = floor( x ); | 
    
    |  |  | vec2 f = fract( x ); | 
    
    |  |  | 
 | 
    
    |  |  | float F1 = 8.0; | 
    
    |  |  | float F2 = 8.0; | 
    
    |  |  | 
 | 
    
    |  |  | for( int j=-1; j<=1; j++ ) | 
    
    |  |  | for( int i=-1; i<=1; i++ ){ | 
    
    |  |  | vec2 g = vec2(i,j); | 
    
    |  |  | vec2 o = hash( n + g ); | 
    
    |  |  | 
 | 
    
    |  |  | o = 0.5 + 0.41*sin( time + 6.2831*o ); | 
    
    |  |  | vec2 r = g - f + o; | 
    
    |  |  | 
 | 
    
    |  |  | float d = 	distance_type < 1.0 ? dot(r,r)  :				// euclidean^2 | 
    
    |  |  | distance_type < 2.0 ? sqrt(dot(r,r)) :			// euclidean | 
    
    |  |  | distance_type < 3.0 ? abs(r.x) + abs(r.y) :		// manhattan | 
    
    |  |  | distance_type < 4.0 ? max(abs(r.x), abs(r.y)) :	// chebyshev | 
    
    |  |  | 0.0; | 
    
    |  |  | 
 | 
    
    |  |  | if( d<F1 ) { | 
    
    |  |  | F2 = F1; | 
    
    |  |  | F1 = d; | 
    
    |  |  | } else if( d<F2 ) { | 
    
    |  |  | F2 = d; | 
    
    |  |  | } | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float c = function < 1.0 ? F1 : | 
    
    |  |  | function < 2.0 ? F2 : | 
    
    |  |  | function < 3.0 ? F2-F1 : | 
    
    |  |  | function < 4.0 ? (F1+F2)/2.0 : | 
    
    |  |  | 0.0; | 
    
    |  |  |  | 
    
    |  |  | if( multiply_by_F1 )	c *= F1; | 
    
    |  |  | if( inverse )			c = 1.0 - c; | 
    
    |  |  | 
 | 
    
    |  |  | return c; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | float fbm( in vec2 p ){ | 
    
    |  |  | float s = 0.0; | 
    
    |  |  | float m = 0.0; | 
    
    |  |  | float a = 0.5; | 
    
    |  |  | 
 | 
    
    |  |  | for( int i=0; i<OCTAVES; i++ ){ | 
    
    |  |  | s += a * voronoi(p); | 
    
    |  |  | m += a; | 
    
    |  |  | a *= 0.5; | 
    
    |  |  | p *= 2.0; | 
    
    |  |  | } | 
    
    |  |  | return s/m; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | // Use: | 
    
    |  |  | //		vec2 p = gl_FragCoord.xy/iResolution.xx; | 
    
    |  |  | //    float c = POWER*fbm( SCALE*p ) + BIAS; | 
    
    |  |  | 
 | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ## [Fractional Brownian motion](http://en.wikipedia.org/wiki/Fractional_Brownian_motion) | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | #define NUM_OCTAVES 5 | 
    
    |  |  | 
 | 
    
    |  |  | float fbm(float x) { | 
    
    |  |  | float v = 0.0; | 
    
    |  |  | float a = 0.5; | 
    
    |  |  | float shift = float(100); | 
    
    |  |  | for (int i = 0; i < NUM_OCTAVES; ++i) { | 
    
    |  |  | v += a * noise(x); | 
    
    |  |  | x = x * 2.0 + shift; | 
    
    |  |  | a *= 0.5; | 
    
    |  |  | } | 
    
    |  |  | return v; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | 
 | 
    
    |  |  | float fbm(vec2 x) { | 
    
    |  |  | float v = 0.0; | 
    
    |  |  | float a = 0.5; | 
    
    |  |  | vec2 shift = vec2(100); | 
    
    |  |  | // Rotate to reduce axial bias | 
    
    |  |  | mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50)); | 
    
    |  |  | for (int i = 0; i < NUM_OCTAVES; ++i) { | 
    
    |  |  | v += a * noise(x); | 
    
    |  |  | x = rot * x * 2.0 + shift; | 
    
    |  |  | a *= 0.5; | 
    
    |  |  | } | 
    
    |  |  | return v; | 
    
    |  |  | } | 
    
    |  |  | 
 | 
    
    |  |  | 
 | 
    
    |  |  | float fbm(vec3 x) { | 
    
    |  |  | float v = 0.0; | 
    
    |  |  | float a = 0.5; | 
    
    |  |  | vec3 shift = vec3(100); | 
    
    |  |  | for (int i = 0; i < NUM_OCTAVES; ++i) { | 
    
    |  |  | v += a * noise(x); | 
    
    |  |  | x = x * 2.0 + shift; | 
    
    |  |  | a *= 0.5; | 
    
    |  |  | } | 
    
    |  |  | return v; | 
    
    |  |  | } | 
    
    |  |  | ``` | 
    
    |  |  |  | 
    
    |  |  | ``` | 
    
    |  |  | // 	<https://www.shadertoy.com/view/MdX3Rr> | 
    
    |  |  | //	by inigo quilez | 
    
    |  |  | // | 
    
    |  |  | const mat2 m2 = mat2(1.6,-1.2,1.2,1.6); | 
    
    |  |  | float fbm( in vec2 p ){ | 
    
    |  |  | float f = 0.0; | 
    
    |  |  | f += 0.5000*noise( p ); p = m2*p*2.02; | 
    
    |  |  | f += 0.2500*noise( p ); p = m2*p*2.03; | 
    
    |  |  | f += 0.1250*noise( p ); p = m2*p*2.01; | 
    
    |  |  | f += 0.0625*noise( p ); | 
    
    |  |  | 
 | 
    
    |  |  | return f/0.9375; | 
    
    |  |  | } | 
    
    |  |  | ``` |