Lines Matching defs:noise

222                 // Copy noise data
223 uint16_t noise[4][kBlockSize][2];
227 noise[channel][i][j] = fNoise[channel][i][j];
231 // Do permutations on noise data
235 fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j];
244 // Compute gradients from permutated noise data
251 // Put the normalized gradient back into the noise data
315 * About the noise types : the difference between the first 2 is just minor tweaks to the
317 * noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by
319 * kFractalNoise_Type : noise * 0.5 + 0.5
320 * kTurbulence_Type : abs(noise)
323 * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is
324 * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor
325 * changes to the noise, making it suitable for animated noise.
389 // limitValue is the maximum perlin noise array index value allowed
390 // newValue is the current noise dimension (either width or height)
392 // If the noise value would bring us out of bounds of the current noise array while we are
393 // stiching noise tiles together, wrap the noise around the current dimension of the noise to
534 SkScalar noise = noise2D(channel, stitchData, noiseVector);
536 noise : SkScalarAbs(noise);
565 // Improved Perlin Noise based on Java implementation found at http://mrl.nyu.edu/~perlin/noise/
670 // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
864 // Add noise function
930 // affecting the result of the noise by making sure that we only have multiples of 1/255.
993 // Compute the noise as a linear interpolation of 'a' and 'b'
1300 // noise function
1334 fragBuilder->emitFunction(kHalf_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs,
1384 const GrImprovedPerlinNoiseEffect& noise = processor.cast<GrImprovedPerlinNoiseEffect>();
1386 const SkVector& baseFrequency = noise.baseFrequency();
1389 pdman.set1f(fZUni, noise.z());
1442 // color space of the noise. Either way, this case (and the GLSL) need to convert to
1489 str->append("\"fractal noise\"");