SFX_WIN Version=24 GroupVersion=1.081 Advanced=0 HelpID=79 NumberOfNodes=14 #NT=10100 0 PC=19 name=1 v=5000 SimplexNoise3D version=1 v=2003 1.081 posx=1 v=2003 -1009.61 posy=1 v=2003 64.2466 previewswatch=1 v=2002 1 classname=1 v=5000 Simplex Noise 3D submenuname=1 v=5000 Patterns helpid=1 v=2002 79 grpnodecolor=1 v=5012 3 grpPosX=1 v=2003 -765.917 grpPosY=1 v=2003 32.1941 uvindex_UVs=2 e=2 v=2002 0 uvsetname_UVs=2 e=3 v=5000 perinstanceunshared_UVs=2 e=4 v=2001 0 valueX_Tile=2 e=5 v=2003 5.0 valueY_Tile=2 e=6 v=2003 5.0 valueX_Offset=2 e=7 v=2003 0.0 valueY_Offset=2 e=8 v=2003 0.0 value_Brightness=2 e=10 v=2003 42.0 group=-1 ISC=4 SVT=5001 3001 0 _UV SVT=5001 2003 0 Time SVT=5001 2003 0 Brightness SVT=1001 1002 0 OSC=4 SVT=5001 3001 0 _UV CC=1 C=0 0 0 2 1 2 0 CPC=0 SVT=5001 2003 0 Time CC=1 C=0 1 0 11 1 2 0 CPC=0 SVT=5001 2003 0 Brightness CC=1 C=0 2 0 9 1 2 0 CPC=3 cx=-220.516 cy=484.185 cm=1 SVT=1001 1002 0 CC=0 #NT=10101 0 PC=2 posx=1 v=2003 675.206 posy=1 v=2003 -99.8569 group=0 ISC=2 SVT=5001 2003 0 Noise SVT=1001 1002 0 OSC=2 SVT=5001 2003 0 Noise CC=0 SVT=1001 1002 0 CC=0 #NT=20109 0 PC=2 posx=1 v=2003 -242.218 posy=1 v=2003 -400.959 group=0 ISC=2 SVT=5001 3001 1 SVT=5001 3001 2 OSC=1 SVT=5001 3001 3 CC=1 C=2 0 3 4 0 1 0 CPC=0 #NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common PC=14 name=1 v=5000 _UVSet version=1 v=2003 1.69 posx=1 v=2003 -580.833 posy=1 v=2003 -417.051 classname=1 v=5000 UV Set submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 65 helpid=1 v=2002 23 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -450.0 grpPosY=1 v=2003 -221.667 uvindex_UVs=2 e=2 v=2002 0 uvsetname_UVs=2 e=3 v=5000 perinstanceunshared_UVs=2 e=4 v=2001 0 group=0 ISC=4 SVT=2002 2002 0 SVT=5000 5000 0 SVT=2001 2001 0 SVT=1001 1002 0 OSC=3 SVT=5001 3003 0 _UVWZ CC=0 SVT=5001 3001 0 _UV CC=1 C=3 1 0 2 0 1 0 CPC=0 SVT=5001 1002 0 CC=0 #NT=20016 0 PC=2 posx=1 v=2003 25.5255 posy=1 v=2003 -295.795 group=0 ISC=2 SVT=5001 3001 1 SVT=5001 3001 2 OSC=1 SVT=5001 3001 3 CC=1 C=4 0 3 6 0 1 0 CPC=0 #NT=20139 0 PC=5 name=1 v=5000 Tile posx=1 v=2003 -237.237 posy=1 v=2003 -232.733 valueX=2 e=5 v=2003 5.0 valueY=2 e=6 v=2003 5.0 group=0 ISC=0 OSC=1 SVT=5001 3001 1 CC=1 C=5 0 1 4 1 2 0 CPC=0 #NT=20026 0 PC=2 posx=1 v=2003 246.246 posy=1 v=2003 -240.24 group=0 ISC=2 SVT=5001 3001 1 SVT=5001 3001 2 OSC=1 SVT=5001 3001 3 CC=1 C=6 0 3 10 2 99 0 CPC=0 #NT=20139 0 PC=5 name=1 v=5000 Offset posx=1 v=2003 36.036 posy=1 v=2003 -117.117 valueX=2 e=7 v=2003 0.0 valueY=2 e=8 v=2003 0.0 group=0 ISC=0 OSC=1 SVT=5001 3001 1 CC=1 C=7 0 1 6 1 2 0 CPC=0 #NT=20017 0 PC=4 name=1 v=5000 Brightness posx=1 v=2003 -43.5435 posy=1 v=2003 522.522 value=2 e=10 v=2003 42.0 group=0 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=8 0 1 9 0 1 0 CPC=0 #NT=20109 0 PC=2 posx=1 v=2003 205.706 posy=1 v=2003 537.537 group=0 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=9 0 3 10 4 101 0 CPC=0 #NT=20161 0 PC=4 posx=1 v=2003 445.152 posy=1 v=2003 45.8084 funcname=1 v=5000 SimplexNoise3D text=1 v=5000 // Original by: Ian McEwan, Ashima Arts.\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file: http://opensource.org/licenses/MIT\n// https://github.com/ashima/webgl-noise\n// \n\nfloat3 SimplexNoise3D_mod289(float3 x) \n{\n\treturn x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nfloat4 SimplexNoise3D_mod289(float4 x) \n{\n\treturn x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nfloat4 SimplexNoise3D_permute(float4 x) \n{\n\treturn SimplexNoise3D_mod289(((x*34.0)+1.0)*x);\n}\n\nfloat4 SimplexNoise3D_taylorInvSqrt(float4 r)\n{\n\treturn 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat SimplexNoise3D_snoise(float3 v, float brightness)\n{ \n\tconst float2 C = float2(1.0/6.0, 1.0/3.0) ;\n\tconst float4 D = float4(0.0, 0.5, 1.0, 2.0);\n\n\t// First corner\n\tfloat3 i = floor(v + dot(v, C.yyy) );\n\tfloat3 x0 = v - i + dot(i, C.xxx) ;\n\n\t// Other corners\n\tfloat3 g = step(x0.yzx, x0.xyz);\n\tfloat3 l = 1.0 - g;\n\tfloat3 i1 = min( g.xyz, l.zxy );\n\tfloat3 i2 = max( g.xyz, l.zxy );\n\n\t// x0 = x0 - 0.0 + 0.0 * C.xxx;\n\t// x1 = x0 - i1 + 1.0 * C.xxx;\n\t// x2 = x0 - i2 + 2.0 * C.xxx;\n\t// x3 = x0 - 1.0 + 3.0 * C.xxx;\n\tfloat3 x1 = x0 - i1 + C.xxx;\n\tfloat3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n\tfloat3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y\n\n\t// Permutations\n\ti = SimplexNoise3D_mod289(i); \n\tfloat4 p = SimplexNoise3D_permute( SimplexNoise3D_permute( SimplexNoise3D_permute( \n\t\t\t\ti.z + float4(0.0, i1.z, i2.z, 1.0 ))\n\t\t\t+ i.y + float4(0.0, i1.y, i2.y, 1.0 )) \n\t\t\t+ i.x + float4(0.0, i1.x, i2.x, 1.0 ));\n\n\t// Gradients: 7x7 points over a square, mapped onto an octahedron.\n\t// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n\tfloat n_ = 0.142857142857; // 1.0/7.0\n\tfloat3 ns = n_ * D.wyz - D.xzx;\n\n\tfloat4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)\n\n\tfloat4 x_ = floor(j * ns.z);\n\tfloat4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)\n\n\tfloat4 x = x_ *ns.x + ns.yyyy;\n\tfloat4 y = y_ *ns.x + ns.yyyy;\n\tfloat4 h = 1.0 - abs(x) - abs(y);\n\n\tfloat4 b0 = float4( x.xy, y.xy );\n\tfloat4 b1 = float4( x.zw, y.zw );\n\n\t//float4 s0 = float4(lessThan(b0,0.0))*2.0 - 1.0;\n\t//float4 s1 = float4(lessThan(b1,0.0))*2.0 - 1.0;\n\tfloat4 s0 = floor(b0)*2.0 + 1.0;\n\tfloat4 s1 = floor(b1)*2.0 + 1.0;\n\tfloat4 sh = -step(h, float4(0,0,0,0));\n\n\tfloat4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n\tfloat4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n\n\tfloat3 p0 = float3(a0.xy,h.x);\n\tfloat3 p1 = float3(a0.zw,h.y);\n\tfloat3 p2 = float3(a1.xy,h.z);\n\tfloat3 p3 = float3(a1.zw,h.w);\n\n\t//Normalise gradients\n\tfloat4 norm = SimplexNoise3D_taylorInvSqrt(float4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n\tp0 *= norm.x;\n\tp1 *= norm.y;\n\tp2 *= norm.z;\n\tp3 *= norm.w;\n\n\t// Mix final noise value\n\tfloat4 m = max(0.6 - float4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n\tm = m * m;\n\treturn brightness * dot( m*m, float4( dot(p0,x0), dot(p1,x1), \n\t\t\t\t\t\t\t\tdot(p2,x2), dot(p3,x3) ) );\n}\n\nstruct SimplexNoise3DOutput \n{ \n\tfloat noise; \n}; \n\nSimplexNoise3DOutput SimplexNoise3DFunc( float2 UV, float W, float brightness ) \n{ \n\tSimplexNoise3DOutput OUT; \n\tOUT.noise = SimplexNoise3D_snoise( float3(UV, W), brightness);\n\treturn OUT; \n} \n group=0 ISC=5 SVT=5001 5011 1 SVT=5001 5013 2 SVT=5001 3001 99 UV SVT=5001 2003 100 W SVT=5001 2003 101 brightness OSC=1 SVT=5001 2003 999 noise CC=1 C=10 0 999 1 0 0 0 CPC=0 #NT=20109 0 PC=2 posx=1 v=2003 31.5315 posy=1 v=2003 102.102 group=0 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=11 0 3 10 3 100 0 CPC=0 #NT=20086 0 PC=2 posx=1 v=2003 -210.21 posy=1 v=2003 70.5705 group=0 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=12 0 1 11 0 1 0 CPC=0 #NT=20175 0 PC=3 posx=1 v=2003 -444.0 posy=1 v=2003 296.0 text=1 v=5000 // Original by: Ian McEwan, Ashima Arts.\n// License : Copyright (C) 2011 Ashima Arts. All rights reserved.\n// Distributed under the MIT License. See LICENSE file: http://opensource.org/licenses/MIT\n// https://github.com/ashima/webgl-noise\n// \n\ncolor SimplexNoise3D_mod289(color x) \n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nfloat SimplexNoise3D_mod289(float x) \n{\n return x - floor(x * (1.0 / 289.0)) * 289.0;\n}\n\nfloat SimplexNoise3D_permute(float x) \n{\n return SimplexNoise3D_mod289(((x*34.0)+1.0)*x);\n}\n\nfloat SimplexNoise3D_taylorInvSqrt(float r)\n{\n return 1.79284291400159 - 0.85373472095314 * r;\n}\n\nfloat S_Dot4(\n float v1_x, float v1_y, float v1_z, float v1_a,\n float v2_x, float v2_y, float v2_z, float v2_a\n)\n{\n return (v1_x * v2_x + v1_y * v2_y + v1_z * v2_z + v1_a * v2_a);\n}\n\nfloat SimplexNoise3D_snoise(color v, float brightness)\n{ \n v[0] = v[0] * 5;\n v[1] = v[1] * 5;\n v[2] = v[2] * 5;\n\n color C = color(1.0/6.0, 1.0/3.0, 0);\n float D_x = 0.0;\n float D_y = 0.5;\n float D_z = 1.0;\n float D_a = 2.0;\n\n // First corner\n color i = floor(v + dot(point(v), point(C[1])) );\n color x0 = v - i + dot(point(i), point(C[0])) ;\n\n // Other corners\n color g = step(color(x0[1], x0[2], x0[0]), color(x0[0], x0[1], x0[2]));\n\n color l = 1.0 - g;\n color i1 = min( g, color(l[2], l[0], l[1]) );\n color i2 = max( g, color(l[2], l[0], l[1]) );\n\n color x1 = x0 - i1 + color(C[0]);\n color x2 = x0 - i2 + color(C[1]); // 2.0*C[0] = 1/3 = C[1]\n color x3 = x0 - color(D_y); // -1.0+3.0*C[0] = -0.5 = -D[1]\n\n // Permutations\n i = SimplexNoise3D_mod289(i); \n\n float p_x = SimplexNoise3D_permute( SimplexNoise3D_permute( SimplexNoise3D_permute( \n i[2] + float(0.0))\n + i[1] + float(0.0)) \n + i[0] + float(0.0));\n\n float p_y = SimplexNoise3D_permute( SimplexNoise3D_permute( SimplexNoise3D_permute( \n i[2] + float(i1[2]))\n + i[1] + float(i1[1])) \n + i[0] + float(i1[0]));\n\n float p_z = SimplexNoise3D_permute( SimplexNoise3D_permute( SimplexNoise3D_permute( \n i[2] + float(i2[2]))\n + i[1] + float(i2[1])) \n + i[0] + float(i2[0]));\n\n float p_a = SimplexNoise3D_permute( SimplexNoise3D_permute( SimplexNoise3D_permute( \n i[2] + float(1.0))\n + i[1] + float(1.0)) \n + i[0] + float(1.0));\n\n // Gradients: 7x7 points over a square, mapped onto an octahedron.\n // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)\n float n_ = 0.142857142857; // 1.0/7.0\n color ns = n_ * color(D_a, D_y, D_z) - color(D_x, D_z, D_x);\n\n float j_x = p_x - 49.0 * floor(p_x* ns[2] * ns[2]); // mod(p,7*7)\n float j_y = p_y - 49.0 * floor(p_y* ns[2] * ns[2]); // mod(p,7*7)\n float j_z = p_z - 49.0 * floor(p_z* ns[2] * ns[2]); // mod(p,7*7)\n float j_a = p_a - 49.0 * floor(p_a* ns[2] * ns[2]); // mod(p,7*7)\n\n float x__x = floor(j_x * ns[2]);\n float x__y = floor(j_y * ns[2]);\n float x__z = floor(j_z * ns[2]);\n float x__a = floor(j_a * ns[2]);\n\n float y__x = floor(j_x - 7.0 * x__x ); // mod(j,N)\n float y__y = floor(j_y - 7.0 * x__y ); // mod(j,N)\n float y__z = floor(j_z - 7.0 * x__z ); // mod(j,N)\n float y__a = floor(j_a - 7.0 * x__a ); // mod(j,N)\n\n float x_x = x__x * ns[0] + ns[1];\n float x_y = x__y * ns[0] + ns[1];\n float x_z = x__z * ns[0] + ns[1];\n float x_a = x__a * ns[0] + ns[1];\n\n float y_x = y__x * ns[0] + ns[1];\n float y_y = y__y * ns[0] + ns[1];\n float y_z = y__z * ns[0] + ns[1];\n float y_a = y__a * ns[0] + ns[1];\n\n float h_x = 1.0 - abs(x_x) - abs(y_x);\n float h_y = 1.0 - abs(x_y) - abs(y_y);\n float h_z = 1.0 - abs(x_z) - abs(y_z);\n float h_a = 1.0 - abs(x_a) - abs(y_a);\n\n float b0_x = x_x;\n float b0_y = x_y;\n float b0_z = x_x;\n float b0_a = x_y;\n\n float b1_x = x_z;\n float b1_y = x_a;\n float b1_z = x_z;\n float b1_a = x_a;\n\n float s0_x = floor(b0_x)*2.0 + 1.0;\n float s0_y = floor(b0_y)*2.0 + 1.0;\n float s0_z = floor(b0_z)*2.0 + 1.0;\n float s0_a = floor(b0_a)*2.0 + 1.0;\n\n float s1_x = floor(b1_x)*2.0 + 1.0;\n float s1_y = floor(b1_y)*2.0 + 1.0;\n float s1_z = floor(b1_z)*2.0 + 1.0;\n float s1_a = floor(b1_a)*2.0 + 1.0;\n\n float sh_x = -step(h_x, 0);\n float sh_y = -step(h_y, 0);\n float sh_z = -step(h_z, 0);\n float sh_a = -step(h_a, 0);\n\n float a0_x = b0_x + s0_x * sh_x;\n float a0_y = b0_z + s0_z * sh_x;\n float a0_z = b0_y + s0_y * sh_y;\n float a0_a = b0_a + s0_a * sh_y;\n\n float a1_x = b1_x + s1_x * sh_z;\n float a1_y = b1_z + s1_z * sh_z;\n float a1_z = b1_y + s1_y * sh_a;\n float a1_a = b1_a + s1_a * sh_a;\n\n color p0 = color(a0_x, a0_y, h_x);\n color p1 = color(a0_z, a0_a, h_y);\n color p2 = color(a1_x, a1_y, h_z);\n color p3 = color(a1_z, a1_a, h_a);\n\n //Normalise gradients\n float norm_x = SimplexNoise3D_taylorInvSqrt(dot(point(p0), point(p0)));\n float norm_y = SimplexNoise3D_taylorInvSqrt(dot(point(p1), point(p1)));\n float norm_z = SimplexNoise3D_taylorInvSqrt(dot(point(p2), point(p2)));\n float norm_a = SimplexNoise3D_taylorInvSqrt(dot(point(p3), point(p3)));\n\n p0 *= norm_x;\n p1 *= norm_y;\n p2 *= norm_z;\n p3 *= norm_a;\n\n // Mix final noise value\n float x_dot_x = dot(point(x0), point(x0));\n float x_dot_y = dot(point(x1), point(x1));\n float x_dot_z = dot(point(x2), point(x2));\n float x_dot_a = dot(point(x3), point(x3));\n \n float m_x = max(0.6 - x_dot_x, 0.0);\n float m_y = max(0.6 - x_dot_y, 0.0);\n float m_z = max(0.6 - x_dot_z, 0.0);\n float m_a = max(0.6 - x_dot_a, 0.0);\n\n m_x = m_x * m_x;\n m_y = m_y * m_y;\n m_z = m_z * m_z;\n m_a = m_a * m_a;\n \n m_x = m_x * m_x;\n m_y = m_y * m_y;\n m_z = m_z * m_z;\n m_a = m_a * m_a;\n \n float res_dot = S_Dot4(m_x, m_y, m_z, m_a, dot(point(p0), point(x0)), dot(point(p1), point(x1)), dot(point(p2), point(x2)), dot(point(p3), point(x3)));\n \n return Gamma(brightness * res_dot);\n}\n\nfloat SimplexNoise3DFunc(color UV, float W, float brightness) \n{ \n return SimplexNoise3D_snoise(color(UV[0], UV[1], W), brightness);\n} \n\nSimplexNoise3DFunc( color( [[ INPUT = UV ? u,-v+1, 0 ]] ), [[ INPUT = Time ? 0.0 ]], [[ INPUT = Brightness ? [[PROP = value_Brightness]] ]] ) group=0 ISC=0 OSC=0