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	2d improved perlin
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		@ -1,6 +1,6 @@
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import Foundation
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public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar>: CoherentNoise3D {
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public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar>: CoherentNoise2D, CoherentNoise3D {
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  private let p: [Int16]
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  public init(permutation: [Int16]) {
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@ -12,6 +12,31 @@ public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar>: CoherentNoise
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    self.p = (0..<0x100).map { Int16($0) }.shuffled(using: &random)
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  }
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  public func get(_ point: SIMD2<T>) -> T {
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    // Find unit square
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    let idx = SIMD2(Int(floor(point.x)), Int(floor(point.y))) & 0xFF
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    // Find relative point in square
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    let inner = point - SIMD2(floor(point.x), floor(point.y))
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    // Compute fade curves for each axis
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    let u = inner.x.smootherStep()
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    let v = inner.y.smootherStep()
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    // Compute hash of the coordinates of the 4 square corners
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    let a = idx.y + perm(idx.x), b = idx.y + perm(idx.x + 1)
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    let aa = perm(a), ab = perm(a + 1)
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    let ba = perm(b), bb = perm(b + 1)
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    // Add blended results
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    return v.mlerp(
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      u.mlerp(
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        grad(perm(aa), inner),
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        grad(perm(ba), .init(inner.x - 1, inner.y))),
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      u.mlerp(
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        grad(perm(ab), .init(inner.x, inner.y - 1)),
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        grad(perm(bb), inner - .init(repeating: 1))))
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  }
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  public func get(_ point: SIMD3<T>) -> T {
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    // Find unit cube containg point
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    let idx = SIMD3(Int(floor(point.x)), Int(floor(point.y)), Int(floor(point.z))) & 0xFF
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@ -45,17 +70,19 @@ public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar>: CoherentNoise
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        u.mlerp(
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          grad(perm(ab + 1), .init(inner.x, inner.y - 1, inner.z - 1)),
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          grad(perm(bb + 1), inner - .init(repeating: 1)))))
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  }
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    @inline(__always) func perm(_ x: Int) -> Int { Int(self.p[x & 0xFF]) }
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  @inline(__always) fileprivate func perm(_ x: Int) -> Int { Int(self.p[x & 0xFF]) }
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    func grad(_ hash: Int, _ point: SIMD3<T>) -> T {
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      // Convert low 4 bits of hash code into 12 gradient directions
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      let low4 = hash & 0xF
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      var u = low4 < 8 ? point.x : point.y
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      var v = low4 < 4 ? point.y : (low4 == 0b1100 || low4 == 0b1110 ? point.x : point.z)
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      u = (low4 & 0x1) == 0 ? u : -u
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      v = (low4 & 0x2) == 0 ? v : -v
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      return u + v
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    }
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  @inline(__always) fileprivate func grad(_ hash: Int, _ point: SIMD2<T>) -> T { grad(hash, SIMD3(point, 0)) }
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  fileprivate func grad(_ hash: Int, _ point: SIMD3<T>) -> T {
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    // Convert low 4 bits of hash code into 12 gradient directions
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    let low4 = hash & 0xF
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    var u = low4 < 8 ? point.x : point.y
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    var v = low4 < 4 ? point.y : (low4 == 0b1100 || low4 == 0b1110 ? point.x : point.z)
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    u = (low4 & 0x1) == 0 ? u : -u
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    v = (low4 & 0x2) == 0 ? v : -v
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    return u + v
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  }
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}
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