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@ -31,7 +31,7 @@ float noise (in vec2 st) {
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vec2 u = f*f*(3.0-2.0*f);
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vec2 u = f*f*(3.0-2.0*f);
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// u = smoothstep(0.,1.,f);
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// u = smoothstep(0.,1.,f);
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// Mix 4 coorners porcentages
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// Mix 4 coorners percentages
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return mix(a, b, u.x) +
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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(d - b) * u.x * u.y;
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