diff --git a/C/FastNoiseLite.h b/C/FastNoiseLite.h index c1ba4bf..d5bd51e 100644 --- a/C/FastNoiseLite.h +++ b/C/FastNoiseLite.h @@ -1,4 +1,4 @@ -// MIT License +// MIT Licens // // Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com) // @@ -1102,42 +1102,103 @@ static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y) int bMask = (int)((xi - (aMask + 2)) * 0.5f - yi); int cMask = (int)((yi - (aMask + 2)) * 0.5f - xi); - float value = 0; - float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0); - } + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0); float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); - if (a1 > 0) - { - float x1 = x0 - (float)(1 - 2 * G2); - float y1 = y0 - (float)(1 - 2 * G2); - value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1); - } + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1); - int di2 = ~(aMask | cMask) | 1; - int ndj2 = (aMask & bMask) << 1; - float t2 = (di2 - ndj2) * (float)G2; - float x2 = x0 - di2 + t2; - float y2 = y0 + ndj2 + t2; - float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; - if (a2 > 0) + // Nested conditionals were faster than compact bit logic/arithmetic. + float xmyi = xi - yi; + if (t > G2) { - value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i1 + (di2 & (-PRIME_X << 1)), j + (ndj2 & (PRIME_Y << 1)), x2, y2); - } + if (xi + xmyi > 1) + { + float x2 = x0 + (float)(3 * G2 - 2); + float y2 = y0 + (float)(3 * G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + (PRIME_X << 1), j + PRIME_Y, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2); + } + } - int ndi3 = (aMask & cMask) << 1; - int dj3 = ~(aMask | bMask) | 1; - float t3 = (dj3 - ndi3) * (float)G2; - float x3 = x0 + ndi3 + t3; - float y3 = y0 - dj3 + t3; - float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; - if (a3 > 0) + if (yi - xmyi > 1) + { + float x3 = x0 + (float)(3 * G2 - 1); + float y3 = y0 + (float)(3 * G2 - 2); + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j + (PRIME_Y << 1), x3, y3); + } + } + else + { + float x3 = x0 + (float)(G2 - 1); + float y3 = y0 + (float)G2; + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j, x3, y3); + } + } + } + else { - value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + (ndi3 & (PRIME_X << 1)), j1 + (dj3 & (-PRIME_Y << 1)), x3, y3); + if (xi + xmyi < 0) + { + float x2 = x0 + (float)(1 - G2); + float y2 = y0 - (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i - PRIME_X, j, x2, y2); + } + } + else + { + float x2 = x0 + (float)(G2 - 1); + float y2 = y0 + (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + PRIME_X, j, x2, y2); + } + } + + if (yi < xmyi) + { + float x2 = x0 - (float)G2; + float y2 = y0 - (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j - PRIME_Y, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2); + } + } } return value * 18.24196194486065f; @@ -1170,27 +1231,19 @@ static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloa int yNMask = (int)(-0.5f - yi); int zNMask = (int)(-0.5f - zi); - float value = 0; - float x0 = xi + xNMask; float y0 = yi + yNMask; float z0 = zi + zNMask; float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, - i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0); - } + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, + i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0); float x1 = xi - 0.5f; float y1 = yi - 0.5f; float z1 = zi - 0.5f; float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; - if (a1 > 0) - { - value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, - i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1); - } + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, + i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1); float xAFlipMask0 = ((xNMask | 1) << 1) * x1; float yAFlipMask0 = ((yNMask | 1) << 1) * y1; diff --git a/CSharp/FastNoiseLite.cs b/CSharp/FastNoiseLite.cs index 3ab59fb..fb88c94 100644 --- a/CSharp/FastNoiseLite.cs +++ b/CSharp/FastNoiseLite.cs @@ -1263,51 +1263,108 @@ private float SingleOpenSimplex2S(int seed, FNLfloat x, FNLfloat y) float x0 = xi - t; float y0 = yi - t; - int aMask = (int)((xi + yi + 1) * -0.5f); - int bMask = (int)((xi - (aMask + 2)) * 0.5f - yi); - int cMask = (int)((yi - (aMask + 2)) * 0.5f - xi); - - float value = 0; - float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0); - } + float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0); float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); - if (a1 > 0) - { - float x1 = x0 - (float)(1 - 2 * G2); - float y1 = y0 - (float)(1 - 2 * G2); - value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1); - } + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1); - int di2 = ~(aMask | cMask) | 1; - int ndj2 = (aMask & bMask) << 1; - float t2 = (di2 - ndj2) * (float)G2; - float x2 = x0 - di2 + t2; - float y2 = y0 + ndj2 + t2; - float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; - if (a2 > 0) + // Nested conditionals were faster than compact bit logic/arithmetic. + float xmyi = xi - yi; + if (t > G2) { - value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i1 + (di2 & (-PrimeX << 1)), j + (ndj2 & (PrimeY << 1)), x2, y2); - } + if (xi + xmyi > 1) + { + float x2 = x0 + (float)(3 * G2 - 2); + float y2 = y0 + (float)(3 * G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + (PrimeX << 1), j + PrimeY, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2); + } + } - int ndi3 = (aMask & cMask) << 1; - int dj3 = ~(aMask | bMask) | 1; - float t3 = (dj3 - ndi3) * (float)G2; - float x3 = x0 + ndi3 + t3; - float y3 = y0 - dj3 + t3; - float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; - if (a3 > 0) + if (yi - xmyi > 1) + { + float x3 = x0 + (float)(3 * G2 - 1); + float y3 = y0 + (float)(3 * G2 - 2); + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j + (PrimeY << 1), x3, y3); + } + } + else + { + float x3 = x0 + (float)(G2 - 1); + float y3 = y0 + (float)G2; + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j, x3, y3); + } + } + } + else { - value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + (ndi3 & (PrimeX << 1)), j1 + (dj3 & (-PrimeY << 1)), x3, y3); + if (xi + xmyi < 0) + { + float x2 = x0 + (float)(1 - G2); + float y2 = y0 - (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i - PrimeX, j, x2, y2); + } + } + else + { + float x2 = x0 + (float)(G2 - 1); + float y2 = y0 + (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + PrimeX, j, x2, y2); + } + } + + if (yi < xmyi) + { + float x2 = x0 - (float)G2; + float y2 = y0 - (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j - PrimeY, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2); + } + } } return value * 18.24196194486065f; } - + private float SingleOpenSimplex2S(int seed, FNLfloat x, FNLfloat y, FNLfloat z) { // 3D OpenSimplex2S case uses two offset rotated cube grids. @@ -1335,27 +1392,19 @@ private float SingleOpenSimplex2S(int seed, FNLfloat x, FNLfloat y, FNLfloat z) int yNMask = (int)(-0.5f - yi); int zNMask = (int)(-0.5f - zi); - float value = 0; - float x0 = xi + xNMask; float y0 = yi + yNMask; float z0 = zi + zNMask; float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * GradCoord(seed, - i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0); - } + float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, + i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0); float x1 = xi - 0.5f; float y1 = yi - 0.5f; float z1 = zi - 0.5f; float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; - if (a1 > 0) - { - value += (a1 * a1) * (a1 * a1) * GradCoord(seed2, - i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1); - } + value += (a1 * a1) * (a1 * a1) * GradCoord(seed2, + i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1); float xAFlipMask0 = ((xNMask | 1) << 1) * x1; float yAFlipMask0 = ((yNMask | 1) << 1) * y1; diff --git a/Cpp/FastNoiseLite.h b/Cpp/FastNoiseLite.h index 6f07eb4..77fccc1 100644 --- a/Cpp/FastNoiseLite.h +++ b/Cpp/FastNoiseLite.h @@ -1184,42 +1184,103 @@ class FastNoiseLite int bMask = (int)((xi - (aMask + 2)) * 0.5f - yi); int cMask = (int)((yi - (aMask + 2)) * 0.5f - xi); - float value = 0; - float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0); - } + float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0); float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); - if (a1 > 0) - { - float x1 = x0 - (float)(1 - 2 * G2); - float y1 = y0 - (float)(1 - 2 * G2); - value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1); - } + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1); - int di2 = ~(aMask | cMask) | 1; - int ndj2 = (aMask & bMask) << 1; - float t2 = (di2 - ndj2) * (float)G2; - float x2 = x0 - di2 + t2; - float y2 = y0 + ndj2 + t2; - float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; - if (a2 > 0) + // Nested conditionals were faster than compact bit logic/arithmetic. + float xmyi = xi - yi; + if (t > G2) { - value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i1 + (di2 & (-PrimeX << 1)), j + (ndj2 & (PrimeY << 1)), x2, y2); - } + if (xi + xmyi > 1) + { + float x2 = x0 + (float)(3 * G2 - 2); + float y2 = y0 + (float)(3 * G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + (PrimeX << 1), j + PrimeY, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2); + } + } - int ndi3 = (aMask & cMask) << 1; - int dj3 = ~(aMask | bMask) | 1; - float t3 = (dj3 - ndi3) * (float)G2; - float x3 = x0 + ndi3 + t3; - float y3 = y0 - dj3 + t3; - float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; - if (a3 > 0) + if (yi - xmyi > 1) + { + float x3 = x0 + (float)(3 * G2 - 1); + float y3 = y0 + (float)(3 * G2 - 2); + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j + (PrimeY << 1), x3, y3); + } + } + else + { + float x3 = x0 + (float)(G2 - 1); + float y3 = y0 + (float)G2; + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) + { + value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j, x3, y3); + } + } + } + else { - value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + (ndi3 & (PrimeX << 1)), j1 + (dj3 & (-PrimeY << 1)), x3, y3); + if (xi + xmyi < 0) + { + float x2 = x0 + (float)(1 - G2); + float y2 = y0 - (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i - PrimeX, j, x2, y2); + } + } + else + { + float x2 = x0 + (float)(G2 - 1); + float y2 = y0 + (float)G2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + PrimeX, j, x2, y2); + } + } + + if (yi < xmyi) + { + float x2 = x0 - (float)G2; + float y2 = y0 - (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j - PrimeY, x2, y2); + } + } + else + { + float x2 = x0 + (float)G2; + float y2 = y0 + (float)(G2 - 1); + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) + { + value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2); + } + } } return value * 18.24196194486065f; @@ -1253,27 +1314,19 @@ class FastNoiseLite int yNMask = (int)(-0.5f - yi); int zNMask = (int)(-0.5f - zi); - float value = 0; - float x0 = xi + xNMask; float y0 = yi + yNMask; float z0 = zi + zNMask; float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * GradCoord(seed, - i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0); - } + float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, + i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0); float x1 = xi - 0.5f; float y1 = yi - 0.5f; float z1 = zi - 0.5f; float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; - if (a1 > 0) - { - value += (a1 * a1) * (a1 * a1) * GradCoord(seed2, - i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1); - } + value += (a1 * a1) * (a1 * a1) * GradCoord(seed2, + i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1); float xAFlipMask0 = ((xNMask | 1) << 1) * x1; float yAFlipMask0 = ((yNMask | 1) << 1) * y1; diff --git a/HLSL/FastNoiseLite.hlsl b/HLSL/FastNoiseLite.hlsl index a09f46b..ac15704 100644 --- a/HLSL/FastNoiseLite.hlsl +++ b/HLSL/FastNoiseLite.hlsl @@ -1049,21 +1049,13 @@ static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y) int bMask = (int)((xi - (aMask + 2)) * 0.5f - yi); int cMask = (int)((yi - (aMask + 2)) * 0.5f - xi); - float value = 0; - float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0); - } + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0); float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); - if (a1 > 0) - { - float x1 = x0 - (float)(1 - 2 * G2); - float y1 = y0 - (float)(1 - 2 * G2); - value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1); - } + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1); int di2 = ~(aMask | cMask) | 1; int ndj2 = (aMask & bMask) << 1; @@ -1117,27 +1109,19 @@ static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloa int yNMask = (int)(-0.5f - yi); int zNMask = (int)(-0.5f - zi); - float value = 0; - float x0 = xi + xNMask; float y0 = yi + yNMask; float z0 = zi + zNMask; float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; - if (a0 > 0) - { - value += (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, - i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0); - } + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, + i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0); float x1 = xi - 0.5f; float y1 = yi - 0.5f; float z1 = zi - 0.5f; float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; - if (a1 > 0) - { - value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, - i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1); - } + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, + i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1); float xAFlipMask0 = ((xNMask | 1) << 1) * x1; float yAFlipMask0 = ((yNMask | 1) << 1) * y1;