public override void Apply(Image <Rgba32> bitmap)
            {
                // Temporary buffer so we don't mess up blending.
                using (var buffer = new Image <Rgba32>(Configuration.Default, bitmap.Width, bitmap.Height, new Rgba32(0, 0, 0, 0)))
                {
                    if (Masked)
                    {
                        GenPointsMasked(buffer);
                    }
                    else
                    {
                        GenPoints(buffer);
                    }

                    var srcSpan = buffer.GetPixelSpan();
                    var dstSpan = bitmap.GetPixelSpan();

                    var width  = bitmap.Width;
                    var height = bitmap.Height;

                    for (var y = 0; y < height; y++)
                    {
                        for (var x = 0; x < width; x++)
                        {
                            var i = y * width + x;

                            var dstColor = dstSpan[i].ConvertImgSharp();
                            var srcColor = srcSpan[i].ConvertImgSharp();

                            dstSpan[i] = Color.Blend(dstColor, srcColor, DstFactor, SrcFactor).ConvertImgSharp();
                        }
                    }
                }
            }
            public override void Apply(Image <Rgba32> bitmap)
            {
                var noise = new NoiseGenerator(NoiseType);

                noise.SetSeed(Seed);
                noise.SetFrequency(Frequency);
                noise.SetPersistence(Persistence);
                noise.SetLacunarity(Lacunarity);
                noise.SetOctaves(Octaves);
                noise.SetPeriodX(bitmap.Width);
                noise.SetPeriodY(bitmap.Height);
                var threshVal = 1 / (1 - Threshold);
                var powFactor = 1 / Power;

                var span = bitmap.GetPixelSpan();

                for (var y = 0; y < bitmap.Height; y++)
                {
                    for (var x = 0; x < bitmap.Width; x++)
                    {
                        // Do noise calculations.
                        var noiseVal = MathF.Min(1, MathF.Max(0, (noise.GetNoiseTiled(x, y) + 1) / 2));

                        // Threshold
                        noiseVal  = MathF.Max(0, noiseVal - Threshold);
                        noiseVal *= threshVal;
                        noiseVal  = (float)MathF.Pow(noiseVal, powFactor);

                        // Get colors based on noise values.
                        var srcColor = Color.InterpolateBetween(OuterColor, InnerColor, noiseVal)
                                       .WithAlpha(noiseVal);

                        // Apply blending factors & write back.
                        var i        = y * bitmap.Width + x;
                        var dstColor = span[i].ConvertImgSharp();
                        span[i] = Color.Blend(dstColor, srcColor, DstFactor, SrcFactor).ConvertImgSharp();
                    }
                }
            }