private static float weightedNoise(float f, int height, int x, int y)
{
var p = 1 - y*1.0f/height;
var noise = TerrainGenerator.noise.Noise(f*x/100f, f*y/100f);
if (p <= 0.5)
{
var fp = p*2;
return fp*noise + (1-fp);
}
var fp2 = (1-p) * 2;
return fp2 * noise + (fp2 - 1);
}