Creates a shader that generates turbulence using 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 tog
(float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, @Nullable IPoint tileSize)
| 334 | * @return Shader that generates turbulent Perlin noise |
| 335 | */ |
| 336 | @NotNull |
| 337 | public static Shader makeTurbulence(float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed, @Nullable IPoint tileSize) { |
| 338 | Stats.onNativeCall(); |
| 339 | return new Shader(_nMakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize == null ? 0 : tileSize.getX(), tileSize == null ? 0 : tileSize.getY())); |
| 340 | } |
| 341 | |
| 342 | /** |
| 343 | * <p>Creates a shader that generates turbulence using Perlin noise without tiling.</p> |
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