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/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(float p, float octaves, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
octaves = clamp(octaves, 0.0, 16.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vec2 p, float octaves, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
octaves = clamp(octaves, 0.0, 16.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vec3 p, float octaves, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
octaves = clamp(octaves, 0.0, 16.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
/* The fractal_noise functions are all exactly the same except for the input type. */
float fractal_noise(vec4 p, float octaves, float roughness)
{
float fscale = 1.0;
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
octaves = clamp(octaves, 0.0, 16.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
sum += t * amp;
maxamp += amp;
amp *= clamp(roughness, 0.0, 1.0);
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise(fscale * p);
float sum2 = sum + t * amp;
sum /= maxamp;
sum2 /= maxamp + amp;
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
return sum / maxamp;
}
}
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