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- float NS(vec3 p){ // Shitty simplex noise
- vec3 q=floor(p),f=-cos((p-q)*3.141)*.5+.5;
- vec4 a=dot(q,vec3(1,57,21))+vec4(0,57,21,78);
- a=mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)),f.x);
- a.xy=mix(a.xz,a.yw,f.y);
- return mix(a.x,a.y,f.z);
- }
- float Plane(vec3 p){
- //float d=sin(p.x)/10.+sin(p.z)/10.; // Again with cheap-ass "noise"
- return p.y
- +NS(p)*.5 // Note multi-octave shiznitz
- +NS(p*2.)*sin(t/10.)*.1
- +NS(p*4.)*sin(t/10.)*.05;
- }
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