Creates a shader that generates fractal Perlin noise. @param baseFrequencyX Base frequency in the X direction; usually in the range [0..1] @param baseFrequencyY Base frequency in the Y direction; usually in the range [0..1] @param numOctaves Number of octaves of noise to add together; sh
(float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, @Nullable IPoint tileSize)
| 304 | * @return Shader that generates fractal Perlin noise |
| 305 | */ |
| 306 | @NotNull |
| 307 | public static Shader makeFractalNoise(float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, @Nullable IPoint tileSize) { |
| 308 | Stats.onNativeCall(); |
| 309 | return new Shader(_nMakeFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize == null ? 0 : tileSize.getX(), tileSize == null ? 0 : tileSize.getY())); |
| 310 | } |
| 311 | |
| 312 | /** |
| 313 | * <p>Creates a shader that generates fractal Perlin noise without tiling.</p> |
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