Add 1d noise versions, Gaussian noise, noise gradients, 4D fractal functions
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# orx-noise
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A collection of noisy functions
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## Uniform random numbers
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```kotlin
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val sua = Double.uniform()
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val sub = Double.uniform(-1.0, 1.0)
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val v2ua = Vector2.uniform()
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val v2ub = Vector2.uniform(-1.0, 1.0)
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val v2uc = Vector2.uniform(Vector2(0.0, 0.0), Vector2(1.0, 1.0))
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val v2ur = Vector2.uniformRing(0.5, 1.0)
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val v3ua = Vector3.uniform()
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val v3ub = Vector3.uniform(-1.0, 1.0)
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val v3uc = Vector3.uniform(Vector3(0.0, 0.0, 0.0), Vector3(1.0, 1.0, 1.0))
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val v3ur = Vector3.uniformRing(0.5, 1.0)
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val v4ua = Vector4.uniform()
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val v4ub = Vector4.uniform(-1.0, 1.0)
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val v4uc = Vector4.uniform(Vector4(0.0, 0.0, 0.0, 0.0), Vector4(1.0, 1.0, 1.0, 1.0))
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val v4ur = Vector4.uniformRing(0.5, 1.0)
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val ringSamples = List(500) { Vector2.uniformRing() }
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```
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## Multi-dimensional noise
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These are a mostly straight port from FastNoise-Java but have a slightly different interface.
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### Perlin noise
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```
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// -- 2d
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val v0 = perlinLinear(seed, x, y)
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val v1 = perlinQuintic(seed, x, y)
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val v2 = perlinHermite(seed, x, y)
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// -- 3d
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val v3 = perlinLinear(seed, x, y, z)
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val v4 = perlinQuintic(seed, x, y, z)
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val v5 = perlinHermite(seed, x, y, z)
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```
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### Value noise
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```
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// -- 2d
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val v0 = valueLinear(seed, x, y)
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val v1 = valueQuintic(seed, x, y)
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val v2 = valueHermite(seed, x, y)
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// -- 3d
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val v3 = valueLinear(seed, x, y, z)
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val v4 = valueQuintic(seed, x, y, z)
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val v5 = valueHermite(seed, x, y ,z)
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```
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### Simplex noise
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```
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// -- 2d
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val v0 = simplexLinear(seed, x, y)
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val v1 = simplexQuintic(seed, x, y)
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val v2 = simplexHermite(seed, x, y)
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// -- 3d
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val v3 = simplexLinear(seed, x, y, z)
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val v4 = simplexQuintic(seed, x, y, z)
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val v5 = simplexHermite(seed, x, y ,z)
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// -- 4d
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val v6 = simplexLinear(seed, x, y, z, w)
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val v7 = simplexQuintic(seed, x, y, z, w)
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val v8 = simplexHermite(seed, x, y, z, w)
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```
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### Cubic noise
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```
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// -- 2d
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val v0 = cubicLinear(seed, x, y)
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val v1 = cubicQuintic(seed, x, y)
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val v2 = cubicHermite(seed, x, y)
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// -- 3d
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val v3 = cubicLinear(seed, x, y, z)
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val v4 = cubicQuintic(seed, x, y, z)
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val v5 = cubicHermite(seed, x, y ,z)
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```
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### Fractal noise
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The library provides 3 functions with which fractal noise can be composed.
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#### Fractal brownian motion (FBM)
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```
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val v0 = fbm(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = fbm(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
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val v2 = fbm(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
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val v3 = fbm(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = fbm(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
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val v5 = fbm(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
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```
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#### Rigid
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```
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val v0 = rigid(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = rigid(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
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val v2 = rigid(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
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val v3 = rigid(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = rigid(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
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val v5 = rigid(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
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```
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#### Billow
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```
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val v0 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v2 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v3 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v5 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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```
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# orx-noise
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A collection of noisy functions
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## Uniform random numbers
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```kotlin
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val sua = Double.uniform()
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val sub = Double.uniform(-1.0, 1.0)
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val v2ua = Vector2.uniform()
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val v2ub = Vector2.uniform(-1.0, 1.0)
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val v2uc = Vector2.uniform(Vector2(0.0, 0.0), Vector2(1.0, 1.0))
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val v2ur = Vector2.uniformRing(0.5, 1.0)
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val v3ua = Vector3.uniform()
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val v3ub = Vector3.uniform(-1.0, 1.0)
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val v3uc = Vector3.uniform(Vector3(0.0, 0.0, 0.0), Vector3(1.0, 1.0, 1.0))
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val v3ur = Vector3.uniformRing(0.5, 1.0)
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val v4ua = Vector4.uniform()
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val v4ub = Vector4.uniform(-1.0, 1.0)
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val v4uc = Vector4.uniform(Vector4(0.0, 0.0, 0.0, 0.0), Vector4(1.0, 1.0, 1.0, 1.0))
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val v4ur = Vector4.uniformRing(0.5, 1.0)
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val ringSamples = List(500) { Vector2.uniformRing() }
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```
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## Multi-dimensional noise
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These are a mostly straight port from FastNoise-Java but have a slightly different interface.
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### Perlin noise
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```
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// -- 1d
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val v0 = perlinLinear(seed, x)
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val v1 = perlinQuintic(seed, x)
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val v2 = perlinHermite(seed, x)
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// -- 2d
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val v3 = perlinLinear(seed, x, y)
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val v4 = perlinQuintic(seed, x, y)
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val v5 = perlinHermite(seed, x, y)
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// -- 3d
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val v6 = perlinLinear(seed, x, y, z)
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val v7 = perlinQuintic(seed, x, y, z)
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val v8 = perlinHermite(seed, x, y, z)
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```
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### Value noise
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```
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// -- 1d
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val v0 = valueLinear(seed, x)
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val v1 = valueQuintic(seed, x)
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val v2 = valueHermite(seed, x)
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// -- 2d
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val v2 = valueLinear(seed, x, y)
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val v3 = valueQuintic(seed, x, y)
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val v4 = valueHermite(seed, x, y)
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// -- 3d
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val v5 = valueLinear(seed, x, y, z)
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val v6 = valueQuintic(seed, x, y, z)
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val v7 = valueHermite(seed, x, y ,z)
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```
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### Simplex noise
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```
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// -- 1d
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val v0 = simplex(seed, x)
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// -- 2d
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val v1 = simplex(seed, x, y)
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// -- 3d
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val v2 = simplex(seed, x, y, z)
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// -- 4d
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val v3 = simplex(seed, x, y, z, w)
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```
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### Cubic noise
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```
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// -- 1d
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val v0 = cubic(seed, x, y)
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val v1 = cubicQuintic(seed, x, y)
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val v2 = cubicHermite(seed, x, y)
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// -- 2d
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val v0 = cubic(seed, x, y)
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val v1 = cubicQuintic(seed, x, y)
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val v2 = cubicHermite(seed, x, y)
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// -- 3d
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val v3 = cubic(seed, x, y, z)
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val v4 = cubicQuintic(seed, x, y, z)
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val v5 = cubicHermite(seed, x, y ,z)
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```
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### Fractal noise
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The library provides 3 functions with which fractal noise can be composed.
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#### Fractal brownian motion (FBM)
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```
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// 1d
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val v0 = fbm(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = fbm(seed, x, ::simplexLinear, octaves, lacunarity, gain)
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val v2 = fbm(seed, x, ::valueLinear, octaves, lacunarity, gain)
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// 2d
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val v3 = fbm(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = fbm(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
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val v5 = fbm(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
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// 3d
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val v6 = fbm(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v7 = fbm(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
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val v8 = fbm(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
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```
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#### Rigid
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```
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// 1d
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val v0 = rigid(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = rigid(seed, x, ::simplexLinear, octaves, lacunarity, gain)
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val v2 = rigid(seed, x, ::valueLinear, octaves, lacunarity, gain)
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// 2d
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val v2 = rigid(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v3 = rigid(seed, x, y, ::simplexLinear, octaves, lacunarity, gain)
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val v4 = rigid(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
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// 3d
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val v3 = rigid(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = rigid(seed, x, y, z, ::simplexLinear, octaves, lacunarity, gain)
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val v5 = rigid(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
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```
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#### Billow
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```
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// 1d
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val v0 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v2 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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// 2d
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val v3 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v5 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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// 3d
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val v6 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v7 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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```
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