float y0 = y - Y0;
float x1, y1, x2, y2;
- int ii, jj;
+ unsigned int ii, jj;
float t0, t1, t2;
/* For the 2D case, the simplex shape is an equilateral triangle. */
/* Determine which simplex we are in. */
- int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
+ unsigned int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */
if (x0 > y0) {
i1 = 1;
j1 = 0;
y2 = y0 - 1.0f + 2.0f * G2;
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
- ii = i % 256;
- jj = j % 256;
+ ii = i & 0xff;
+ jj = j & 0xff;
/* Calculate the contribution from the three corners */
t0 = 0.5f - x0 * x0 - y0 * y0;
float z0 = z - Z0;
float x1, y1, z1, x2, y2, z2, x3, y3, z3;
- int ii, jj, kk;
+ unsigned int ii, jj, kk;
float t0, t1, t2, t3;
/* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */
/* Determine which simplex we are in. */
- int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
- int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
+ unsigned int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */
+ unsigned int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */
/* This code would benefit from a backport from the GLSL version! */
if (x0 >= y0) {
z3 = z0 - 1.0f + 3.0f * G3;
/* Wrap the integer indices at 256 to avoid indexing perm[] out of bounds */
- ii = i % 256;
- jj = j % 256;
- kk = k % 256;
+ ii = i & 0xff;
+ jj = j & 0xff;
+ kk = k & 0xff;
/* Calculate the contribution from the four corners */
t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0;
int c6 = (z0 > w0) ? 1 : 0;
int c = c1 + c2 + c3 + c4 + c5 + c6;
- int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
- int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
- int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
+ unsigned int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */
+ unsigned int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */
+ unsigned int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */
float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4;
- int ii, jj, kk, ll;
+ unsigned int ii, jj, kk, ll;
float t0, t1, t2, t3, t4;
/*
w4 = w0 - 1.0f + 4.0f * G4;
/* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */
- ii = i % 256;
- jj = j % 256;
- kk = k % 256;
- ll = l % 256;
+ ii = i & 0xff;
+ jj = j & 0xff;
+ kk = k & 0xff;
+ ll = l & 0xff;
/* Calculate the contribution from the five corners */
t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;