// // Misc. noise functions from Texturing and Modeling A Procedural Approach // Perlin, Musgrave... // float bias(float a, float b); float gain(float a, float b); float noise1(float arg); float noise2(float vec[]); float noise3(float vec[]); float turbulence(float *v, float freq); int Perm(int v); #define MAX_OCTAVES 50 double fBm1(double point, double H, double lacunarity, double octaves);