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Godot-Shader-Lib/addons/ShaderLib/Procedural/Noise/SimpleNoise.gdshaderinc

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float noise_random_value(vec2 uv){
return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
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}
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float value_noise(vec2 uv){
vec2 _floor = floor(uv);
vec2 _fraction = fract(uv);
_fraction = _fraction * _fraction * (3.0 - 2.0 * _fraction);
vec2 _corner = vec2(1.0, 0.0);
float _c0 = noise_random_value(_floor + _corner.yy);
float _c1 = noise_random_value(_floor + _corner.xy);
float _c2 = noise_random_value(_floor + _corner.yx);
float _c3 = noise_random_value(_floor + _corner.xx);
vec2 _blur = smoothstep(0.0, 1.0, _fraction);
float mix_one = mix(_c0, _c1, _blur.x) + (_c2 - _c0) * _blur.y * (1.0 - _blur.x) + (_c3 - _c1) * _blur.x * _blur.y;
return mix_one;
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}
float simple_noise(vec2 uv, float scale){
int octaves = 6;
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float amplitude = 0.25;
float value = 0.0;
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for(int i = 0; i < octaves; i++) {
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value += amplitude * value_noise(scale * uv);
amplitude *= 0.85;
scale *= 3.0;
}
return value;
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}