mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
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363 lines
5.2 KiB
Lua
363 lines
5.2 KiB
Lua
--from https://github.com/thenumbernine/lua-simplexnoise/blob/master/2d.lua
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--Mostly as a test, does not give same results as perlin but is designed to give patterns all the same
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local Simplex = {}
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local bit32_band = bit32.band
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local math_floor = math.floor
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-- 2D simplex noise
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local grad3 = {
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{1, 1, 0},
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{-1, 1, 0},
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{1, -1, 0},
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{-1, -1, 0},
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{1, 0, 1},
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{-1, 0, 1},
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{1, 0, -1},
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{-1, 0, -1},
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{0, 1, 1},
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{0, -1, 1},
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{0, 1, -1},
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{0, -1, -1}
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}
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local p = {
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151,
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160,
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137,
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91,
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90,
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15,
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131,
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13,
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201,
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95,
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96,
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53,
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194,
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233,
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7,
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225,
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140,
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36,
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103,
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30,
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69,
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142,
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8,
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99,
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37,
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240,
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21,
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10,
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23,
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190,
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6,
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148,
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247,
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120,
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234,
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75,
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0,
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26,
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197,
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62,
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94,
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252,
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219,
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203,
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117,
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35,
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11,
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32,
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57,
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177,
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33,
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88,
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237,
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149,
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56,
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87,
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174,
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20,
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125,
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136,
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171,
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168,
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68,
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175,
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74,
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165,
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71,
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134,
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139,
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48,
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27,
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166,
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77,
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146,
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158,
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231,
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83,
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111,
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229,
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122,
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60,
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211,
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133,
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230,
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220,
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105,
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92,
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41,
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55,
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46,
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245,
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40,
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244,
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102,
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143,
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54,
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65,
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25,
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63,
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161,
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1,
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216,
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80,
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73,
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209,
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76,
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132,
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187,
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208,
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89,
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18,
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169,
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200,
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196,
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135,
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130,
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116,
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188,
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159,
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86,
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164,
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100,
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109,
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198,
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173,
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186,
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3,
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64,
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52,
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217,
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226,
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250,
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124,
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123,
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5,
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202,
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38,
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147,
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118,
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126,
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255,
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82,
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85,
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212,
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207,
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206,
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59,
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227,
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47,
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16,
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58,
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17,
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182,
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189,
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28,
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42,
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223,
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183,
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170,
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213,
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119,
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248,
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152,
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2,
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44,
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154,
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163,
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70,
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221,
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153,
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101,
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155,
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167,
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43,
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172,
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9,
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129,
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22,
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39,
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253,
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19,
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98,
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108,
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110,
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79,
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113,
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224,
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232,
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178,
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185,
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112,
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104,
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218,
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246,
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97,
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228,
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251,
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34,
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242,
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193,
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238,
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210,
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144,
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12,
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191,
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179,
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162,
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241,
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81,
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51,
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145,
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235,
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249,
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14,
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239,
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107,
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49,
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192,
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214,
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31,
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181,
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199,
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106,
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157,
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184,
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84,
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204,
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176,
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115,
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121,
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50,
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45,
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127,
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4,
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150,
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254,
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138,
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236,
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205,
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93,
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222,
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114,
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67,
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29,
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24,
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72,
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243,
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141,
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128,
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195,
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78,
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66,
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215,
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61,
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156,
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180
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}
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local perm = {}
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for i = 0, 511 do
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perm[i + 1] = p[bit32_band(i, 255) + 1]
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end
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local F2 = 0.5 * (math.sqrt(3.0) - 1.0)
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local G2 = (3.0 - math.sqrt(3.0)) / 6.0
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function Simplex.d2(xin, yin, seed)
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xin = xin + seed
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yin = yin + seed
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local n0, n1, n2 -- Noise contributions from the three corners
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-- Skew the input space to determine which simplex cell we're in
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local s = (xin + yin) * F2 -- Hairy factor for 2D
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local i = math_floor(xin + s)
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local j = math_floor(yin + s)
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local t = (i + j) * G2
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local X0 = i - t -- Unskew the cell origin back to (x,y) space
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local Y0 = j - t
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local x0 = xin - X0 -- The x,y distances from the cell origin
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local y0 = yin - Y0
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-- For the 2D case, the simplex shape is an equilateral triangle.
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-- Determine which simplex we are in.
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local i1, j1 -- Offsets for second (middle) corner of simplex in (i,j) coords
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if x0 > y0 then
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i1 = 1
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j1 = 0 -- lower triangle, XY order: (0,0)->(1,0)->(1,1)
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else
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i1 = 0
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j1 = 1
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end
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-- upper triangle, YX order: (0,0)->(0,1)->(1,1)
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-- A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
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-- a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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-- c = (3-sqrt(3))/6
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local x1 = x0 - i1 + G2 -- Offsets for middle corner in (x,y) unskewed coords
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local y1 = y0 - j1 + G2
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local x2 = x0 - 1 + 2 * G2 -- Offsets for last corner in (x,y) unskewed coords
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local y2 = y0 - 1 + 2 * G2
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-- Work out the hashed gradient indices of the three simplex corners
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local ii = bit32_band(i, 255)
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local jj = bit32_band(j, 255)
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local gi0 = perm[ii + perm[jj + 1] + 1] % 12
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local gi1 = perm[ii + i1 + perm[jj + j1 + 1] + 1] % 12
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local gi2 = perm[ii + 1 + perm[jj + 1 + 1] + 1] % 12
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-- Calculate the contribution from the three corners
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local t0 = 0.5 - x0 * x0 - y0 * y0
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if t0 < 0 then
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n0 = 0.0
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else
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t0 = t0 * t0
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n0 = t0 * t0 * (x0 * grad3[gi0 + 1][1] + y0 * grad3[gi0 + 1][2]) -- (x,y) of grad3 used for 2D gradient
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end
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local t1 = 0.5 - x1 * x1 - y1 * y1
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if t1 < 0 then
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n1 = 0.0
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else
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t1 = t1 * t1
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n1 = t1 * t1 * (x1 * grad3[gi1 + 1][1] + y1 * grad3[gi1 + 1][2])
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end
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local t2 = 0.5 - x2 * x2 - y2 * y2
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if t2 < 0 then
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n2 = 0.0
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else
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t2 = t2 * t2
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n2 = t2 * t2 * (x2 * grad3[gi2 + 1][1] + y2 * grad3[gi2 + 1][2])
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end
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-- Add contributions from each corner to get the final noise value.
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-- The result is scaled to return values in the interval [-1,1].
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return 70.0 * (n0 + n1 + n2)
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end
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return Simplex
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