public static float Noise(float xin, float yin)
{
float n0, n1, n2; // Noise contributions from the three corners
// Skew the input space to determine which simplex cell we're in
float F2 = 0.5f * ((float)Math.Sqrt(3.0f) - 1.0f);
float s = (xin + yin) * F2; // Hairy factor for 2D
int i = fastfloor(xin + s);
int j = fastfloor(yin + s);
float G2 = (3.0f - (float)Math.Sqrt(3.0f)) / 6.0f;
float t = (i + j) * G2;
float X0 = i - t; // Unskew the cell origin back to (x,y) space
float Y0 = j - t;
float x0 = xin - X0; // The x,y distances from the cell origin
float y0 = yin - Y0;
// For the 2D case, the simplex shape is an equilateral triangle.
// Determine which simplex we are in.
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
if (x0 > y0)
{
i1 = 1;
j1 = 0;
} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
else
{
i1 = 0;
j1 = 1;
} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
// c = (3-sqrt(3))/6
float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
float y1 = y0 - j1 + G2;
float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
float y2 = y0 - 1.0f + 2.0f * G2;
// Work out the hashed gradient indices of the three simplex corners
int ii = i & 255;
int jj = j & 255;
int gi0 = perm[ii + perm[jj]] % 12;
int gi1 = perm[ii + i1 + perm[jj + j1]] % 12;
int gi2 = perm[ii + 1 + perm[jj + 1]] % 12;
// Calculate the contribution from the three corners
float t0 = 0.5f - x0 * x0 - y0 * y0;
if (t0 < 0)
n0 = 0.0f;
else
{
t0 *= t0;
n0 = t0 * t0 * dot(grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient
}
float t1 = 0.5f - x1 * x1 - y1 * y1;
if (t1 < 0)
n1 = 0.0f;
else
{
t1 *= t1;
n1 = t1 * t1 * dot(grad3[gi1], x1, y1);
}
float t2 = 0.5f - x2 * x2 - y2 * y2;
if (t2 < 0)
n2 = 0.0f;
else
{
t2 *= t2;
n2 = t2 * t2 * dot(grad3[gi2], x2, y2);
}
// Add contributions from each corner to get the final Noise value.
// The result is scaled to return values in the interval [-1,1].
return 70.0f * (n0 + n1 + n2);
}