Lines Matching defs:noise

217                 // Copy noise data
218 uint16_t noise[4][kBlockSize][2];
222 noise[channel][i][j] = fNoise[channel][i][j];
226 // Do permutations on noise data
230 fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j];
239 // Compute gradients from permutated noise data
246 // Put the normalized gradient back into the noise data
308 * About the noise types : the difference between the first 2 is just minor tweaks to the
310 * noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by
312 * kFractalNoise_Type : noise * 0.5 + 0.5
313 * kTurbulence_Type : abs(noise)
316 * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is
317 * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor
318 * changes to the noise, making it suitable for animated noise.
382 // limitValue is the maximum perlin noise array index value allowed
383 // newValue is the current noise dimension (either width or height)
385 // If the noise value would bring us out of bounds of the current noise array while we are
386 // stiching noise tiles together, wrap the noise around the current dimension of the noise to
527 SkScalar noise = noise2D(channel, stitchData, noiseVector);
529 noise : SkScalarAbs(noise);
558 // Improved Perlin Noise based on Java implementation found at http://mrl.nyu.edu/~perlin/noise/
663 // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
857 // Add noise function
923 // affecting the result of the noise by making sure that we only have multiples of 1/255.
986 // Compute the noise as a linear interpolation of 'a' and 'b'
1293 // noise function
1327 fragBuilder->emitFunction(kHalf_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs,
1377 const GrImprovedPerlinNoiseEffect& noise = processor.cast<GrImprovedPerlinNoiseEffect>();
1379 const SkVector& baseFrequency = noise.baseFrequency();
1382 pdman.set1f(fZUni, noise.z());
1432 // color space of the noise. Either way, this case (and the GLSL) need to convert to
1473 str->append("\"fractal noise\"");