Lines Matching defs:noise
200 // Copy noise data
201 uint16_t noise[4][kBlockSize][2];
205 noise[channel][i][j] = fNoise[channel][i][j];
209 // Do permutations on noise data
213 fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j];
222 // Compute gradients from permutated noise data
229 // Put the normalized gradient back into the noise data
291 * About the noise types : the difference between the first 2 is just minor tweaks to the
293 * noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by
295 * kFractalNoise_Type : noise * 0.5 + 0.5
296 * kTurbulence_Type : abs(noise)
298 * "Improved" is based on the Improved Perlin Noise algorithm described at
299 * http://mrl.nyu.edu/~perlin/noise/. It is quite distinct from the other two, and the noise is
300 * a 2D slice of a 3D noise texture. Minor changes to the Z coordinate will result in minor
301 * changes to the noise, making it suitable for animated noise.
364 // limitValue is the maximum perlin noise array index value allowed
365 // newValue is the current noise dimension (either width or height)
367 // If the noise value would bring us out of bounds of the current noise array while we are
368 // stiching noise tiles together, wrap the noisenoise to
433 struct Noise {
437 Noise(SkScalar component)
445 Noise noiseX(noiseVector.x());
446 Noise noiseY(noiseVector.y());
504 SkScalar noise = noise2D(channel, stitchData, noiseVector);
506 noise : SkScalarAbs(noise);
535 // Improved Perlin Noise based on Java implementation found at http://mrl.nyu.edu/~perlin/noise/
640 // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
821 // Add noise function
887 // affecting the result of the noise by making sure that we only have multiples of 1/255.
950 // Compute the noise as a linear interpolation of 'a' and 'b'
1244 // noise function
1278 fragBuilder->emitFunction(kFloat_GrSLType, "noise", SK_ARRAY_COUNT(noiseArgs), noiseArgs,
1328 const GrImprovedPerlinNoiseEffect& noise = processor.cast<GrImprovedPerlinNoiseEffect>();
1330 const SkVector& baseFrequency = noise.baseFrequency();
1333 pdman.set1f(fZUni, noise.z());
1382 // color space of the noise. Either way, this case (and the GLSL) need to convert to
1423 str->append("\"fractal noise\"");