Incremental work on improving swizzles.
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@@ -239,14 +239,20 @@ vec4 grad4(float j, vec4 ip)
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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auto t1 = abs(p.xyz);
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auto t2 = ones.xyz;
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auto t3 = dot(t1, t2);
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auto t0 = dot(abs(p.xyz), ones.xyz);
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p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0f) * ip.z - 1.0f;
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p.w = 1.5f - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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p.xyz = p.xyz + (s.xyz*2.0f - 1.0f) * s.www;
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return p;
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}
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float snoise(vec4 v)
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{
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const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
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@@ -269,12 +275,12 @@ float snoise(vec4 v)
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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i0.yzw = 1.0f - isX;
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.zw += 1.0f - isYZ.xy;
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i0.z += isYZ.z;
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i0.w += 1.0 - isYZ.z;
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i0.w += 1.0f - isYZ.z;
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// i0 now contains the unique values 0,1,2,3 in each channel
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vec4 i3 = clamp( i0, 0.0, 1.0 );
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@@ -319,8 +325,8 @@ float snoise(vec4 v)
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p4 *= taylorInvSqrt(dot(p4,p4));
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// Mix contributions from the five corners
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vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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vec3 m0 = max(0.6f - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
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vec2 m1 = max(0.6f - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
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m0 = m0 * m0;
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m1 = m1 * m1;
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return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
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