}
-float noise3d_gradient(float x, float y, float z, int seed)
+float noise3d_gradient(float x, float y, float z, int seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
float v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
// Interpolate
- return triLinearInterpolationNoEase(
- v000, v100, v010, v110,
- v001, v101, v011, v111,
- xl, yl, zl);
+ if (eased) {
+ return triLinearInterpolation(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ xl, yl, zl);
+ } else {
+ return triLinearInterpolationNoEase(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ xl, yl, zl);
+ }
}
float noise3d_perlin(float x, float y, float z, int seed,
- int octaves, float persistence)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
- a += g * noise3d_gradient(x * f, y * f, z * f, seed + i);
+ a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
f *= 2.0;
g *= persistence;
}
float noise3d_perlin_abs(float x, float y, float z, int seed,
- int octaves, float persistence)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
- a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i));
+ a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
f *= 2.0;
g *= persistence;
}