-
-#if 0
-float noise2d_gradient(float x, float y, int seed)
-{
- // Calculate the integer coordinates
- int x0 = (x > 0.0 ? (int)x : (int)x - 1);
- int y0 = (y > 0.0 ? (int)y : (int)y - 1);
- // Calculate the remaining part of the coordinates
- float xl = x - (float)x0;
- float yl = y - (float)y0;
- // Calculate random cosine lookup table indices for the integer corners.
- // They are looked up as unit vector gradients from the lookup table.
- int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
- int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
- int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
- int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
- // Make a dot product for the gradients and the positions, to get the values
- float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
- float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
- float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
- float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
- // Interpolate between the values
- return biLinearInterpolation(s,u,v,w,xl,yl);
-}
-#endif
-
-
-float noise2d_gradient(float x, float y, int seed, bool eased)