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Cellularize things
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@@ -20,6 +20,7 @@ package com.volmit.iris.engine.object;
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import com.volmit.iris.engine.object.annotations.Desc;
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import com.volmit.iris.util.math.RNG;
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import com.volmit.iris.util.noise.BiasedCellularNoise;
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import com.volmit.iris.util.noise.CNG;
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import com.volmit.iris.util.noise.CNGFactory;
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import com.volmit.iris.util.noise.NoiseType;
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@@ -447,6 +448,22 @@ public enum NoiseStyle {
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@Desc("Vascular noise gets higher as the position nears a cell border. Cells are distorted using Iris styled wispy noise.")
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VASCULAR_IRIS_HALF(rng -> CNG.signatureHalf(rng, NoiseType.VASCULAR)),
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@Desc("White Noise is like static. Useful for block scattering but not terrain.")
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SIMPLEX_BIASED_CELLULAR(rng -> new CNG(rng, new BiasedCellularNoise(rng.lmax(),
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SIMPLEX.stream(rng.nextParallelRNG(-23333666)).zoom(0.158)), 1D, 1)),
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@Desc("White Noise is like static. Useful for block scattering but not terrain.")
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NOWHERE_BIASED_CELLULAR(rng -> new CNG(rng, new BiasedCellularNoise(rng.lmax(),
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NOWHERE.stream(rng.nextParallelRNG(-23333666)).zoom(0.158)), 1D, 1)),
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@Desc("White Noise is like static. Useful for block scattering but not terrain.")
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IRIS_BIASED_CELLULAR(rng -> new CNG(rng, new BiasedCellularNoise(rng.lmax(),
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IRIS.stream(rng.nextParallelRNG(-23333666)).zoom(0.158)), 1D, 1)),
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@Desc("White Noise is like static. Useful for block scattering but not terrain.")
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VASCULAR_BIASED_CELLULAR(rng -> new CNG(rng, new BiasedCellularNoise(rng.lmax(),
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VASCULAR.stream(rng.nextParallelRNG(-23333666)).zoom(0.158)), 1D, 1)),
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;
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private final CNGFactory f;
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