float noise2d_perlin(float x, float y, s32 seed,
int octaves, float persistence, bool eased=true);
-float noise2d_perlin_abs(float x, float y, s32 seed,
- int octaves, float persistence, bool eased=true);
-
-float noise3d_perlin(float x, float y, float z, s32 seed,
- int octaves, float persistence, bool eased=false);
-
-float noise3d_perlin_abs(float x, float y, float z, s32 seed,
- int octaves, float persistence, bool eased=false);
-
inline float easeCurve(float t)
{
return t * t * t * (t * (6.f * t - 15.f) + 10.f);