public override float GetNoise(float x, float y) { float n = noise.GetNoise(x, y); float g = n * grain; return(g - (int)g); }
public override float GetNoise(float x, float y, float z) { float total = 0; float maxValue = 0; float fr = frequency; float ampl = 1; for (int i = 0; i < octaves; i++) { total += noise.GetNoise(x * fr, y * fr, z * fr) * ampl; maxValue += ampl; ampl *= persistence; fr *= 2; } return((total / maxValue) * amplitude); // return noise.FractalBrownian2(x, y); }
public Vector2 WarpVector(Vector2 input, Vector3 offset1, Vector3 offset2) { float q1 = source.GetNoise((input.x + offset1.x) * frequency, (input.y + offset1.z) * frequency); float q2 = source.GetNoise((input.x + offset2.x) * frequency, (input.y + offset2.z) * frequency); return(new Vector2((input.x + q1 * amplitude) * frequency, (input.y + q2 * amplitude) * frequency)); }
public override float GetNoise(float x, float y) { return(noise.GetNoise(x * GetFreq(frequency.x), y * GetFreq(frequency.y)) * amplitude); }