forked from bartvdbraak/blender
8cf374d401
the result to be finite afterwards which is a bit faster and works for OSL too without needing to slow down OSL itself.
220 lines
6.1 KiB
C
220 lines
6.1 KiB
C
/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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CCL_NAMESPACE_BEGIN
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__device int quick_floor(float x)
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{
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return (int)x - ((x < 0) ? 1 : 0);
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}
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__device float bits_to_01(uint bits)
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{
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return bits * (1.0f/(float)0xFFFFFFFF);
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}
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__device uint hash(uint kx, uint ky, uint kz)
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{
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// define some handy macros
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#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
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#define final(a,b,c) \
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{ \
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c ^= b; c -= rot(b,14); \
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a ^= c; a -= rot(c,11); \
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b ^= a; b -= rot(a,25); \
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c ^= b; c -= rot(b,16); \
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a ^= c; a -= rot(c,4); \
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b ^= a; b -= rot(a,14); \
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c ^= b; c -= rot(b,24); \
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}
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// now hash the data!
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uint a, b, c, len = 3;
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a = b = c = 0xdeadbeef + (len << 2) + 13;
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c += kz;
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b += ky;
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a += kx;
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final(a, b, c);
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return c;
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// macros not needed anymore
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#undef rot
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#undef final
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}
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__device int imod(int a, int b)
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{
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a %= b;
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return a < 0 ? a + b : a;
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}
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__device uint phash(int kx, int ky, int kz, int3 p)
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{
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return hash(imod(kx, p.x), imod(ky, p.y), imod(kz, p.z));
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}
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__device float floorfrac(float x, int* i)
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{
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*i = quick_floor(x);
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return x - *i;
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}
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__device float fade(float t)
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{
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return t * t * t * (t * (t * 6.0f - 15.0f) + 10.0f);
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}
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__device float nerp(float t, float a, float b)
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{
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return (1.0f - t) * a + t * b;
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}
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__device float grad(int hash, float x, float y, float z)
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{
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// use vectors pointing to the edges of the cube
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int h = hash & 15;
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float u = h<8 ? x : y;
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float v = h<4 ? y : h == 12 || h == 14 ? x : z;
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return ((h&1) ? -u : u) + ((h&2) ? -v : v);
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}
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__device float scale3(float result)
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{
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return 0.9820f * result;
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}
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__device_noinline float perlin(float x, float y, float z)
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{
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int X; float fx = floorfrac(x, &X);
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int Y; float fy = floorfrac(y, &Y);
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int Z; float fz = floorfrac(z, &Z);
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float u = fade(fx);
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float v = fade(fy);
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float w = fade(fz);
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float result;
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result = nerp (w, nerp (v, nerp (u, grad (hash (X , Y , Z ), fx , fy , fz ),
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grad (hash (X+1, Y , Z ), fx-1.0f, fy , fz )),
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nerp (u, grad (hash (X , Y+1, Z ), fx , fy-1.0f, fz ),
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grad (hash (X+1, Y+1, Z ), fx-1.0f, fy-1.0f, fz ))),
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nerp (v, nerp (u, grad (hash (X , Y , Z+1), fx , fy , fz-1.0f ),
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grad (hash (X+1, Y , Z+1), fx-1.0f, fy , fz-1.0f )),
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nerp (u, grad (hash (X , Y+1, Z+1), fx , fy-1.0f, fz-1.0f ),
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grad (hash (X+1, Y+1, Z+1), fx-1.0f, fy-1.0f, fz-1.0f ))));
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float r = scale3(result);
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/* can happen for big coordinates, things even out to 0.0 then anyway */
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return (isfinite(r))? r: 0.0f;
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}
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__device_noinline float perlin_periodic(float x, float y, float z, float3 pperiod)
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{
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int X; float fx = floorfrac(x, &X);
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int Y; float fy = floorfrac(y, &Y);
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int Z; float fz = floorfrac(z, &Z);
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int3 p;
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p.x = max(quick_floor(pperiod.x), 1);
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p.y = max(quick_floor(pperiod.y), 1);
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p.z = max(quick_floor(pperiod.z), 1);
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float u = fade(fx);
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float v = fade(fy);
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float w = fade(fz);
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float result;
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result = nerp (w, nerp (v, nerp (u, grad (phash (X , Y , Z , p), fx , fy , fz ),
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grad (phash (X+1, Y , Z , p), fx-1.0f, fy , fz )),
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nerp (u, grad (phash (X , Y+1, Z , p), fx , fy-1.0f, fz ),
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grad (phash (X+1, Y+1, Z , p), fx-1.0f, fy-1.0f, fz ))),
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nerp (v, nerp (u, grad (phash (X , Y , Z+1, p), fx , fy , fz-1.0f ),
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grad (phash (X+1, Y , Z+1, p), fx-1.0f, fy , fz-1.0f )),
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nerp (u, grad (phash (X , Y+1, Z+1, p), fx , fy-1.0f, fz-1.0f ),
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grad (phash (X+1, Y+1, Z+1, p), fx-1.0f, fy-1.0f, fz-1.0f ))));
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float r = scale3(result);
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/* can happen for big coordinates, things even out to 0.0 then anyway */
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return (isfinite(r))? r: 0.0f;
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}
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/* perlin noise in range 0..1 */
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__device float noise(float3 p)
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{
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float r = perlin(p.x, p.y, p.z);
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return 0.5f*r + 0.5f;
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}
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/* perlin noise in range -1..1 */
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__device float snoise(float3 p)
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{
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return perlin(p.x, p.y, p.z);
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}
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/* cell noise */
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__device_noinline float cellnoise(float3 p)
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{
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uint ix = quick_floor(p.x);
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uint iy = quick_floor(p.y);
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uint iz = quick_floor(p.z);
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return bits_to_01(hash(ix, iy, iz));
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}
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__device float3 cellnoise_color(float3 p)
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{
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float r = cellnoise(p);
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float g = cellnoise(make_float3(p.y, p.x, p.z));
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float b = cellnoise(make_float3(p.y, p.z, p.x));
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return make_float3(r, g, b);
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}
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/* periodic perlin noise in range 0..1 */
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__device float pnoise(float3 p, float3 pperiod)
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{
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float r = perlin_periodic(p.x, p.y, p.z, pperiod);
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return 0.5f*r + 0.5f;
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}
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/* periodic perlin noise in range -1..1 */
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__device float psnoise(float3 p, float3 pperiod)
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{
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return perlin_periodic(p.x, p.y, p.z, pperiod);
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}
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CCL_NAMESPACE_END
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