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Add FastNoiseLite.java

Add FastNoiseLite (MIT license) from https://github.com/Auburn/FastNoiseLite/tree/master
Ryan McDonough 3 weeks ago
parent
commit
4121447559
1 changed files with 2593 additions and 0 deletions
  1. 2593 0
      jme3-core/src/main/java/com/jme3/math/FastNoiseLite.java

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jme3-core/src/main/java/com/jme3/math/FastNoiseLite.java

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+
+// MIT License
+//
+// Copyright(c) 2023 Jordan Peck ([email protected])
+// Copyright(c) 2023 Contributors
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files(the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions :
+//
+// The above copyright notice and this permission notice shall be included in all
+// copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+//
+// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'...        ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll
+// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'....       ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo
+// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd
+// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx
+// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'...      ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx
+// . ....';:cloddddo___________,,,,;;:clooddddoolc:,...      ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd
+// .......',;:cccc:|           |,,,;;:cclooddddoll:;'..     ..';cox|  \KKK000|   |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo
+// .......'',,,,,''|   ________|',,;;::cclloooooolc:;'......___:ldk|   \KK000|   |XKKK0Okxolc|   |;;::cclodxxkkkkxxdoolllcclllooodddooooo
+// ''......''''....|   |  ....'',,,,;;;::cclloooollc:;,''.'|   |oxk|    \OOO0|   |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo
+// ;;,''.......... |   |_____',,;;;____:___cllo________.___|   |___|     \xkk|   |KK_______ool___:::;________;;;_______...'',;;:ccclllloo
+// c:;,''......... |         |:::/     '   |lo/        |           |      \dx|   |0/       \d|   |cc/        |'/       \......',,;;:ccllo
+// ol:;,'..........|    _____|ll/    __    |o/   ______|____    ___|   |   \o|   |/   ___   \|   |o/   ______|/   ___   \ .......'',;:clo
+// dlc;,...........|   |::clooo|    /  |   |x\___   \KXKKK0|   |dol|   |\   \|   |   |   |   |   |d\___   \..|   |  /   /       ....',:cl
+// xoc;'...  .....'|   |llodddd|    \__|   |_____\   \KKK0O|   |lc:|   |'\       |   |___|   |   |_____\   \.|   |_/___/...      ...',;:c
+// dlc;'... ....',;|   |oddddddo\          |          |Okkx|   |::;|   |..\      |\         /|   |          | \         |...    ....',;:c
+// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc
+// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll
+// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo
+// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd
+// .    .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk
+//       ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000
+//       ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX
+//
+// VERSION: 1.1.1
+// https://github.com/Auburn/FastNoiseLite
+
+// To switch between using floats or doubles for input position,
+// perform a file-wide replace on the following strings (including /*FNLfloat*/)
+// /*FNLfloat*/ float
+// /*FNLfloat*/ double
+
+// This class has been adapted to use jME's Vector2f and Vector3f
+
+package com.jme3.math;
+
+public class FastNoiseLite
+{
+    public enum NoiseType
+    {
+        OpenSimplex2,
+        OpenSimplex2S,
+        Cellular,
+        Perlin,
+        ValueCubic,
+        Value
+    };
+
+    public enum RotationType3D
+    {
+        None,
+        ImproveXYPlanes,
+        ImproveXZPlanes
+    };
+
+    public enum FractalType
+    {
+        None,
+        FBm,
+        Ridged,
+        PingPong,
+        DomainWarpProgressive,
+        DomainWarpIndependent
+    };
+
+    public enum CellularDistanceFunction
+    {
+        Euclidean,
+        EuclideanSq,
+        Manhattan,
+        Hybrid
+    };
+
+    public enum CellularReturnType
+    {
+        CellValue,
+        Distance,
+        Distance2,
+        Distance2Add,
+        Distance2Sub,
+        Distance2Mul,
+        Distance2Div
+    };
+
+    public enum DomainWarpType
+    {
+        OpenSimplex2,
+        OpenSimplex2Reduced,
+        BasicGrid
+    };
+
+    private enum TransformType3D
+    {
+        None,
+        ImproveXYPlanes,
+        ImproveXZPlanes,
+        DefaultOpenSimplex2
+    };
+
+    private int mSeed = 1337;
+    private float mFrequency = 0.01f;
+    private NoiseType mNoiseType = NoiseType.OpenSimplex2;
+    private RotationType3D mRotationType3D = RotationType3D.None;
+    private TransformType3D mTransformType3D = TransformType3D.DefaultOpenSimplex2;
+
+    private FractalType mFractalType = FractalType.None;
+    private int mOctaves = 3;
+    private float mLacunarity = 2.0f;
+    private float mGain = 0.5f;
+    private float mWeightedStrength = 0.0f;
+    private float mPingPongStrength = 2.0f;
+
+    private float mFractalBounding = 1 / 1.75f;
+
+    private CellularDistanceFunction mCellularDistanceFunction = CellularDistanceFunction.EuclideanSq;
+    private CellularReturnType mCellularReturnType = CellularReturnType.Distance;
+    private float mCellularJitterModifier = 1.0f;
+
+    private DomainWarpType mDomainWarpType = DomainWarpType.OpenSimplex2;
+    private TransformType3D mWarpTransformType3D = TransformType3D.DefaultOpenSimplex2;
+    private float mDomainWarpAmp = 1.0f;
+
+    /// <summary>
+    /// Create new FastNoise object with default seed
+    /// </summary>
+    public FastNoiseLite() { }
+
+    /// <summary>
+    /// Create new FastNoise object with specified seed
+    /// </summary>
+    public FastNoiseLite(int seed)
+    {
+        SetSeed(seed);
+    }
+
+    /// <summary>
+    /// Sets seed used for all noise types
+    /// </summary>
+    /// <remarks>
+    /// Default: 1337
+    /// </remarks>
+    public void SetSeed(int seed) { mSeed = seed; }
+
+    /// <summary>
+    /// Sets frequency for all noise types
+    /// </summary>
+    /// <remarks>
+    /// Default: 0.01
+    /// </remarks>
+    public void SetFrequency(float frequency) { mFrequency = frequency; }
+
+    /// <summary>
+    /// Sets noise algorithm used for GetNoise(...)
+    /// </summary>
+    /// <remarks>
+    /// Default: OpenSimplex2
+    /// </remarks>
+    public void SetNoiseType(NoiseType noiseType)
+    {
+        mNoiseType = noiseType;
+        UpdateTransformType3D();
+    }
+
+    /// <summary>
+    /// Sets domain rotation type for 3D Noise and 3D DomainWarp.
+    /// Can aid in reducing directional artifacts when sampling a 2D plane in 3D
+    /// </summary>
+    /// <remarks>
+    /// Default: None
+    /// </remarks>
+    public void SetRotationType3D(RotationType3D rotationType3D)
+    {
+        mRotationType3D = rotationType3D;
+        UpdateTransformType3D();
+        UpdateWarpTransformType3D();
+    }
+
+    /// <summary>
+    /// Sets method for combining octaves in all fractal noise types
+    /// </summary>
+    /// <remarks>
+    /// Default: None
+    /// Note: FractalType.DomainWarp... only affects DomainWarp(...)
+    /// </remarks>
+    public void SetFractalType(FractalType fractalType) { mFractalType = fractalType; }
+
+    /// <summary>
+    /// Sets octave count for all fractal noise types 
+    /// </summary>
+    /// <remarks>
+    /// Default: 3
+    /// </remarks>
+    public void SetFractalOctaves(int octaves)
+    {
+        mOctaves = octaves;
+        CalculateFractalBounding();
+    }
+
+    /// <summary>
+    /// Sets octave lacunarity for all fractal noise types
+    /// </summary>
+    /// <remarks>
+    /// Default: 2.0
+    /// </remarks>
+    public void SetFractalLacunarity(float lacunarity) { mLacunarity = lacunarity; }
+
+    /// <summary>
+    /// Sets octave gain for all fractal noise types
+    /// </summary>
+    /// <remarks>
+    /// Default: 0.5
+    /// </remarks>
+    public void SetFractalGain(float gain)
+    {
+        mGain = gain;
+        CalculateFractalBounding();
+    }
+
+    /// <summary>
+    /// Sets octave weighting for all none DomainWarp fratal types
+    /// </summary>
+    /// <remarks>
+    /// Default: 0.0
+    /// Note: Keep between 0...1 to maintain -1...1 output bounding
+    /// </remarks>
+    public void SetFractalWeightedStrength(float weightedStrength) { mWeightedStrength = weightedStrength; }
+
+    /// <summary>
+    /// Sets strength of the fractal ping pong effect
+    /// </summary>
+    /// <remarks>
+    /// Default: 2.0
+    /// </remarks>
+    public void SetFractalPingPongStrength(float pingPongStrength) { mPingPongStrength = pingPongStrength; }
+
+
+    /// <summary>
+    /// Sets distance function used in cellular noise calculations
+    /// </summary>
+    /// <remarks>
+    /// Default: Distance
+    /// </remarks>
+    public void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { mCellularDistanceFunction = cellularDistanceFunction; }
+
+    /// <summary>
+    /// Sets return type from cellular noise calculations
+    /// </summary>
+    /// <remarks>
+    /// Default: EuclideanSq
+    /// </remarks>
+    public void SetCellularReturnType(CellularReturnType cellularReturnType) { mCellularReturnType = cellularReturnType; }
+
+    /// <summary>
+    /// Sets the maximum distance a cellular point can move from it's grid position
+    /// </summary>
+    /// <remarks>
+    /// Default: 1.0
+    /// Note: Setting this higher than 1 will cause artifacts
+    /// </remarks> 
+    public void SetCellularJitter(float cellularJitter) { mCellularJitterModifier = cellularJitter; }
+
+
+    /// <summary>
+    /// Sets the warp algorithm when using DomainWarp(...)
+    /// </summary>
+    /// <remarks>
+    /// Default: OpenSimplex2
+    /// </remarks>
+    public void SetDomainWarpType(DomainWarpType domainWarpType)
+    {
+        mDomainWarpType = domainWarpType;
+        UpdateWarpTransformType3D();
+    }
+
+
+    /// <summary>
+    /// Sets the maximum warp distance from original position when using DomainWarp(...)
+    /// </summary>
+    /// <remarks>
+    /// Default: 1.0
+    /// </remarks>
+    public void SetDomainWarpAmp(float domainWarpAmp) { mDomainWarpAmp = domainWarpAmp; }
+
+
+    /// <summary>
+    /// 2D noise at given position using current settings
+    /// </summary>
+    /// <returns>
+    /// Noise output bounded between -1...1
+    /// </returns>
+    public float GetNoise(/*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        x *= mFrequency;
+        y *= mFrequency;
+
+        switch (mNoiseType)
+        {
+            case OpenSimplex2:
+            case OpenSimplex2S:
+                {
+                    final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059;
+                    final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1);
+                    /*FNLfloat*/ float t = (x + y) * F2;
+                    x += t;
+                    y += t;
+                }
+                break;
+            default:
+                break;
+        }
+
+        switch (mFractalType)
+        {
+            default:
+                return GenNoiseSingle(mSeed, x, y);
+            case FBm:
+                return GenFractalFBm(x, y);
+            case Ridged:
+                return GenFractalRidged(x, y);
+            case PingPong:
+                return GenFractalPingPong(x, y);
+        }
+    }
+
+    /// <summary>
+    /// 3D noise at given position using current settings
+    /// </summary>
+    /// <returns>
+    /// Noise output bounded between -1...1
+    /// </returns>
+    public float GetNoise(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        x *= mFrequency;
+        y *= mFrequency;
+        z *= mFrequency;
+
+        switch (mTransformType3D)
+        {
+            case ImproveXYPlanes:
+                {
+                    /*FNLfloat*/ float xy = x + y;
+                    /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187;
+                    z *= (/*FNLfloat*/ float)0.577350269189626;
+                    x += s2 - z;
+                    y = y + s2 - z;
+                    z += xy * (/*FNLfloat*/ float)0.577350269189626;
+                }
+                break;
+            case ImproveXZPlanes:
+                {
+                    /*FNLfloat*/ float xz = x + z;
+                    /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187;
+                    y *= (/*FNLfloat*/ float)0.577350269189626;
+                    x += s2 - y;
+                    z += s2 - y;
+                    y += xz * (/*FNLfloat*/ float)0.577350269189626;
+                }
+                break;
+            case DefaultOpenSimplex2:
+                {
+                    final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0);
+                    /*FNLfloat*/ float r = (x + y + z) * R3; // Rotation, not skew
+                    x = r - x;
+                    y = r - y;
+                    z = r - z;
+                }
+                break;
+            default:
+                break;
+        }
+
+        switch (mFractalType)
+        {
+            default:
+                return GenNoiseSingle(mSeed, x, y, z);
+            case FBm:
+                return GenFractalFBm(x, y, z);
+            case Ridged:
+                return GenFractalRidged(x, y, z);
+            case PingPong:
+                return GenFractalPingPong(x, y, z);
+        }
+    }
+
+
+    /// <summary>
+    /// 2D warps the input position using current domain warp settings
+    /// </summary>
+    /// <example>
+    /// Example usage with GetNoise
+    /// <code>DomainWarp(coord)
+    /// noise = GetNoise(x, y)</code>
+    /// </example>
+    public void DomainWarp(Vector2f coord)
+    {
+        switch (mFractalType)
+        {
+            default:
+                DomainWarpSingle(coord);
+                break;
+            case DomainWarpProgressive:
+                DomainWarpFractalProgressive(coord);
+                break;
+            case DomainWarpIndependent:
+                DomainWarpFractalIndependent(coord);
+                break;
+        }
+    }
+
+    /// <summary>
+    /// 3D warps the input position using current domain warp settings
+    /// </summary>
+    /// <example>
+    /// Example usage with GetNoise
+    /// <code>DomainWarp(coord)
+    /// noise = GetNoise(x, y, z)</code>
+    /// </example>
+    public void DomainWarp(Vector3f coord)
+    {
+        switch (mFractalType)
+        {
+            default:
+                DomainWarpSingle(coord);
+                break;
+            case DomainWarpProgressive:
+                DomainWarpFractalProgressive(coord);
+                break;
+            case DomainWarpIndependent:
+                DomainWarpFractalIndependent(coord);
+                break;
+        }
+    }
+
+
+    private static final float[] Gradients2D = {
+         0.130526192220052f,  0.99144486137381f,   0.38268343236509f,   0.923879532511287f,  0.608761429008721f,  0.793353340291235f,  0.793353340291235f,  0.608761429008721f,
+         0.923879532511287f,  0.38268343236509f,   0.99144486137381f,   0.130526192220051f,  0.99144486137381f,  -0.130526192220051f,  0.923879532511287f, -0.38268343236509f,
+         0.793353340291235f, -0.60876142900872f,   0.608761429008721f, -0.793353340291235f,  0.38268343236509f,  -0.923879532511287f,  0.130526192220052f, -0.99144486137381f,
+        -0.130526192220052f, -0.99144486137381f,  -0.38268343236509f,  -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+        -0.923879532511287f, -0.38268343236509f,  -0.99144486137381f,  -0.130526192220052f, -0.99144486137381f,   0.130526192220051f, -0.923879532511287f,  0.38268343236509f,
+        -0.793353340291235f,  0.608761429008721f, -0.608761429008721f,  0.793353340291235f, -0.38268343236509f,   0.923879532511287f, -0.130526192220052f,  0.99144486137381f,
+         0.130526192220052f,  0.99144486137381f,   0.38268343236509f,   0.923879532511287f,  0.608761429008721f,  0.793353340291235f,  0.793353340291235f,  0.608761429008721f,
+         0.923879532511287f,  0.38268343236509f,   0.99144486137381f,   0.130526192220051f,  0.99144486137381f,  -0.130526192220051f,  0.923879532511287f, -0.38268343236509f,
+         0.793353340291235f, -0.60876142900872f,   0.608761429008721f, -0.793353340291235f,  0.38268343236509f,  -0.923879532511287f,  0.130526192220052f, -0.99144486137381f,
+        -0.130526192220052f, -0.99144486137381f,  -0.38268343236509f,  -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+        -0.923879532511287f, -0.38268343236509f,  -0.99144486137381f,  -0.130526192220052f, -0.99144486137381f,   0.130526192220051f, -0.923879532511287f,  0.38268343236509f,
+        -0.793353340291235f,  0.608761429008721f, -0.608761429008721f,  0.793353340291235f, -0.38268343236509f,   0.923879532511287f, -0.130526192220052f,  0.99144486137381f,
+         0.130526192220052f,  0.99144486137381f,   0.38268343236509f,   0.923879532511287f,  0.608761429008721f,  0.793353340291235f,  0.793353340291235f,  0.608761429008721f,
+         0.923879532511287f,  0.38268343236509f,   0.99144486137381f,   0.130526192220051f,  0.99144486137381f,  -0.130526192220051f,  0.923879532511287f, -0.38268343236509f,
+         0.793353340291235f, -0.60876142900872f,   0.608761429008721f, -0.793353340291235f,  0.38268343236509f,  -0.923879532511287f,  0.130526192220052f, -0.99144486137381f,
+        -0.130526192220052f, -0.99144486137381f,  -0.38268343236509f,  -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+        -0.923879532511287f, -0.38268343236509f,  -0.99144486137381f,  -0.130526192220052f, -0.99144486137381f,   0.130526192220051f, -0.923879532511287f,  0.38268343236509f,
+        -0.793353340291235f,  0.608761429008721f, -0.608761429008721f,  0.793353340291235f, -0.38268343236509f,   0.923879532511287f, -0.130526192220052f,  0.99144486137381f,
+         0.130526192220052f,  0.99144486137381f,   0.38268343236509f,   0.923879532511287f,  0.608761429008721f,  0.793353340291235f,  0.793353340291235f,  0.608761429008721f,
+         0.923879532511287f,  0.38268343236509f,   0.99144486137381f,   0.130526192220051f,  0.99144486137381f,  -0.130526192220051f,  0.923879532511287f, -0.38268343236509f,
+         0.793353340291235f, -0.60876142900872f,   0.608761429008721f, -0.793353340291235f,  0.38268343236509f,  -0.923879532511287f,  0.130526192220052f, -0.99144486137381f,
+        -0.130526192220052f, -0.99144486137381f,  -0.38268343236509f,  -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+        -0.923879532511287f, -0.38268343236509f,  -0.99144486137381f,  -0.130526192220052f, -0.99144486137381f,   0.130526192220051f, -0.923879532511287f,  0.38268343236509f,
+        -0.793353340291235f,  0.608761429008721f, -0.608761429008721f,  0.793353340291235f, -0.38268343236509f,   0.923879532511287f, -0.130526192220052f,  0.99144486137381f,
+         0.130526192220052f,  0.99144486137381f,   0.38268343236509f,   0.923879532511287f,  0.608761429008721f,  0.793353340291235f,  0.793353340291235f,  0.608761429008721f,
+         0.923879532511287f,  0.38268343236509f,   0.99144486137381f,   0.130526192220051f,  0.99144486137381f,  -0.130526192220051f,  0.923879532511287f, -0.38268343236509f,
+         0.793353340291235f, -0.60876142900872f,   0.608761429008721f, -0.793353340291235f,  0.38268343236509f,  -0.923879532511287f,  0.130526192220052f, -0.99144486137381f,
+        -0.130526192220052f, -0.99144486137381f,  -0.38268343236509f,  -0.923879532511287f, -0.608761429008721f, -0.793353340291235f, -0.793353340291235f, -0.608761429008721f,
+        -0.923879532511287f, -0.38268343236509f,  -0.99144486137381f,  -0.130526192220052f, -0.99144486137381f,   0.130526192220051f, -0.923879532511287f,  0.38268343236509f,
+        -0.793353340291235f,  0.608761429008721f, -0.608761429008721f,  0.793353340291235f, -0.38268343236509f,   0.923879532511287f, -0.130526192220052f,  0.99144486137381f,
+         0.38268343236509f,   0.923879532511287f,  0.923879532511287f,  0.38268343236509f,   0.923879532511287f, -0.38268343236509f,   0.38268343236509f,  -0.923879532511287f,
+        -0.38268343236509f,  -0.923879532511287f, -0.923879532511287f, -0.38268343236509f,  -0.923879532511287f,  0.38268343236509f,  -0.38268343236509f,   0.923879532511287f,
+    };
+
+    private static final float[] RandVecs2D = {
+        -0.2700222198f, -0.9628540911f, 0.3863092627f, -0.9223693152f, 0.04444859006f, -0.999011673f, -0.5992523158f, -0.8005602176f, -0.7819280288f, 0.6233687174f, 0.9464672271f, 0.3227999196f, -0.6514146797f, -0.7587218957f, 0.9378472289f, 0.347048376f,
+        -0.8497875957f, -0.5271252623f, -0.879042592f, 0.4767432447f, -0.892300288f, -0.4514423508f, -0.379844434f, -0.9250503802f, -0.9951650832f, 0.0982163789f, 0.7724397808f, -0.6350880136f, 0.7573283322f, -0.6530343002f, -0.9928004525f, -0.119780055f,
+        -0.0532665713f, 0.9985803285f, 0.9754253726f, -0.2203300762f, -0.7665018163f, 0.6422421394f, 0.991636706f, 0.1290606184f, -0.994696838f, 0.1028503788f, -0.5379205513f, -0.84299554f, 0.5022815471f, -0.8647041387f, 0.4559821461f, -0.8899889226f,
+        -0.8659131224f, -0.5001944266f, 0.0879458407f, -0.9961252577f, -0.5051684983f, 0.8630207346f, 0.7753185226f, -0.6315704146f, -0.6921944612f, 0.7217110418f, -0.5191659449f, -0.8546734591f, 0.8978622882f, -0.4402764035f, -0.1706774107f, 0.9853269617f,
+        -0.9353430106f, -0.3537420705f, -0.9992404798f, 0.03896746794f, -0.2882064021f, -0.9575683108f, -0.9663811329f, 0.2571137995f, -0.8759714238f, -0.4823630009f, -0.8303123018f, -0.5572983775f, 0.05110133755f, -0.9986934731f, -0.8558373281f, -0.5172450752f,
+        0.09887025282f, 0.9951003332f, 0.9189016087f, 0.3944867976f, -0.2439375892f, -0.9697909324f, -0.8121409387f, -0.5834613061f, -0.9910431363f, 0.1335421355f, 0.8492423985f, -0.5280031709f, -0.9717838994f, -0.2358729591f, 0.9949457207f, 0.1004142068f,
+        0.6241065508f, -0.7813392434f, 0.662910307f, 0.7486988212f, -0.7197418176f, 0.6942418282f, -0.8143370775f, -0.5803922158f, 0.104521054f, -0.9945226741f, -0.1065926113f, -0.9943027784f, 0.445799684f, -0.8951327509f, 0.105547406f, 0.9944142724f,
+        -0.992790267f, 0.1198644477f, -0.8334366408f, 0.552615025f, 0.9115561563f, -0.4111755999f, 0.8285544909f, -0.5599084351f, 0.7217097654f, -0.6921957921f, 0.4940492677f, -0.8694339084f, -0.3652321272f, -0.9309164803f, -0.9696606758f, 0.2444548501f,
+        0.08925509731f, -0.996008799f, 0.5354071276f, -0.8445941083f, -0.1053576186f, 0.9944343981f, -0.9890284586f, 0.1477251101f, 0.004856104961f, 0.9999882091f, 0.9885598478f, 0.1508291331f, 0.9286129562f, -0.3710498316f, -0.5832393863f, -0.8123003252f,
+        0.3015207509f, 0.9534596146f, -0.9575110528f, 0.2883965738f, 0.9715802154f, -0.2367105511f, 0.229981792f, 0.9731949318f, 0.955763816f, -0.2941352207f, 0.740956116f, 0.6715534485f, -0.9971513787f, -0.07542630764f, 0.6905710663f, -0.7232645452f,
+        -0.290713703f, -0.9568100872f, 0.5912777791f, -0.8064679708f, -0.9454592212f, -0.325740481f, 0.6664455681f, 0.74555369f, 0.6236134912f, 0.7817328275f, 0.9126993851f, -0.4086316587f, -0.8191762011f, 0.5735419353f, -0.8812745759f, -0.4726046147f,
+        0.9953313627f, 0.09651672651f, 0.9855650846f, -0.1692969699f, -0.8495980887f, 0.5274306472f, 0.6174853946f, -0.7865823463f, 0.8508156371f, 0.52546432f, 0.9985032451f, -0.05469249926f, 0.1971371563f, -0.9803759185f, 0.6607855748f, -0.7505747292f,
+        -0.03097494063f, 0.9995201614f, -0.6731660801f, 0.739491331f, -0.7195018362f, -0.6944905383f, 0.9727511689f, 0.2318515979f, 0.9997059088f, -0.0242506907f, 0.4421787429f, -0.8969269532f, 0.9981350961f, -0.061043673f, -0.9173660799f, -0.3980445648f,
+        -0.8150056635f, -0.5794529907f, -0.8789331304f, 0.4769450202f, 0.0158605829f, 0.999874213f, -0.8095464474f, 0.5870558317f, -0.9165898907f, -0.3998286786f, -0.8023542565f, 0.5968480938f, -0.5176737917f, 0.8555780767f, -0.8154407307f, -0.5788405779f,
+        0.4022010347f, -0.9155513791f, -0.9052556868f, -0.4248672045f, 0.7317445619f, 0.6815789728f, -0.5647632201f, -0.8252529947f, -0.8403276335f, -0.5420788397f, -0.9314281527f, 0.363925262f, 0.5238198472f, 0.8518290719f, 0.7432803869f, -0.6689800195f,
+        -0.985371561f, -0.1704197369f, 0.4601468731f, 0.88784281f, 0.825855404f, 0.5638819483f, 0.6182366099f, 0.7859920446f, 0.8331502863f, -0.553046653f, 0.1500307506f, 0.9886813308f, -0.662330369f, -0.7492119075f, -0.668598664f, 0.743623444f,
+        0.7025606278f, 0.7116238924f, -0.5419389763f, -0.8404178401f, -0.3388616456f, 0.9408362159f, 0.8331530315f, 0.5530425174f, -0.2989720662f, -0.9542618632f, 0.2638522993f, 0.9645630949f, 0.124108739f, -0.9922686234f, -0.7282649308f, -0.6852956957f,
+        0.6962500149f, 0.7177993569f, -0.9183535368f, 0.3957610156f, -0.6326102274f, -0.7744703352f, -0.9331891859f, -0.359385508f, -0.1153779357f, -0.9933216659f, 0.9514974788f, -0.3076565421f, -0.08987977445f, -0.9959526224f, 0.6678496916f, 0.7442961705f,
+        0.7952400393f, -0.6062947138f, -0.6462007402f, -0.7631674805f, -0.2733598753f, 0.9619118351f, 0.9669590226f, -0.254931851f, -0.9792894595f, 0.2024651934f, -0.5369502995f, -0.8436138784f, -0.270036471f, -0.9628500944f, -0.6400277131f, 0.7683518247f,
+        -0.7854537493f, -0.6189203566f, 0.06005905383f, -0.9981948257f, -0.02455770378f, 0.9996984141f, -0.65983623f, 0.751409442f, -0.6253894466f, -0.7803127835f, -0.6210408851f, -0.7837781695f, 0.8348888491f, 0.5504185768f, -0.1592275245f, 0.9872419133f,
+        0.8367622488f, 0.5475663786f, -0.8675753916f, -0.4973056806f, -0.2022662628f, -0.9793305667f, 0.9399189937f, 0.3413975472f, 0.9877404807f, -0.1561049093f, -0.9034455656f, 0.4287028224f, 0.1269804218f, -0.9919052235f, -0.3819600854f, 0.924178821f,
+        0.9754625894f, 0.2201652486f, -0.3204015856f, -0.9472818081f, -0.9874760884f, 0.1577687387f, 0.02535348474f, -0.9996785487f, 0.4835130794f, -0.8753371362f, -0.2850799925f, -0.9585037287f, -0.06805516006f, -0.99768156f, -0.7885244045f, -0.6150034663f,
+        0.3185392127f, -0.9479096845f, 0.8880043089f, 0.4598351306f, 0.6476921488f, -0.7619021462f, 0.9820241299f, 0.1887554194f, 0.9357275128f, -0.3527237187f, -0.8894895414f, 0.4569555293f, 0.7922791302f, 0.6101588153f, 0.7483818261f, 0.6632681526f,
+        -0.7288929755f, -0.6846276581f, 0.8729032783f, -0.4878932944f, 0.8288345784f, 0.5594937369f, 0.08074567077f, 0.9967347374f, 0.9799148216f, -0.1994165048f, -0.580730673f, -0.8140957471f, -0.4700049791f, -0.8826637636f, 0.2409492979f, 0.9705377045f,
+        0.9437816757f, -0.3305694308f, -0.8927998638f, -0.4504535528f, -0.8069622304f, 0.5906030467f, 0.06258973166f, 0.9980393407f, -0.9312597469f, 0.3643559849f, 0.5777449785f, 0.8162173362f, -0.3360095855f, -0.941858566f, 0.697932075f, -0.7161639607f,
+        -0.002008157227f, -0.9999979837f, -0.1827294312f, -0.9831632392f, -0.6523911722f, 0.7578824173f, -0.4302626911f, -0.9027037258f, -0.9985126289f, -0.05452091251f, -0.01028102172f, -0.9999471489f, -0.4946071129f, 0.8691166802f, -0.2999350194f, 0.9539596344f,
+        0.8165471961f, 0.5772786819f, 0.2697460475f, 0.962931498f, -0.7306287391f, -0.6827749597f, -0.7590952064f, -0.6509796216f, -0.907053853f, 0.4210146171f, -0.5104861064f, -0.8598860013f, 0.8613350597f, 0.5080373165f, 0.5007881595f, -0.8655698812f,
+        -0.654158152f, 0.7563577938f, -0.8382755311f, -0.545246856f, 0.6940070834f, 0.7199681717f, 0.06950936031f, 0.9975812994f, 0.1702942185f, -0.9853932612f, 0.2695973274f, 0.9629731466f, 0.5519612192f, -0.8338697815f, 0.225657487f, -0.9742067022f,
+        0.4215262855f, -0.9068161835f, 0.4881873305f, -0.8727388672f, -0.3683854996f, -0.9296731273f, -0.9825390578f, 0.1860564427f, 0.81256471f, 0.5828709909f, 0.3196460933f, -0.9475370046f, 0.9570913859f, 0.2897862643f, -0.6876655497f, -0.7260276109f,
+        -0.9988770922f, -0.047376731f, -0.1250179027f, 0.992154486f, -0.8280133617f, 0.560708367f, 0.9324863769f, -0.3612051451f, 0.6394653183f, 0.7688199442f, -0.01623847064f, -0.9998681473f, -0.9955014666f, -0.09474613458f, -0.81453315f, 0.580117012f,
+        0.4037327978f, -0.9148769469f, 0.9944263371f, 0.1054336766f, -0.1624711654f, 0.9867132919f, -0.9949487814f, -0.100383875f, -0.6995302564f, 0.7146029809f, 0.5263414922f, -0.85027327f, -0.5395221479f, 0.841971408f, 0.6579370318f, 0.7530729462f,
+        0.01426758847f, -0.9998982128f, -0.6734383991f, 0.7392433447f, 0.639412098f, -0.7688642071f, 0.9211571421f, 0.3891908523f, -0.146637214f, -0.9891903394f, -0.782318098f, 0.6228791163f, -0.5039610839f, -0.8637263605f, -0.7743120191f, -0.6328039957f,
+    };
+
+    private static final float[] Gradients3D = {
+        0, 1, 1, 0,  0,-1, 1, 0,  0, 1,-1, 0,  0,-1,-1, 0,
+        1, 0, 1, 0, -1, 0, 1, 0,  1, 0,-1, 0, -1, 0,-1, 0,
+        1, 1, 0, 0, -1, 1, 0, 0,  1,-1, 0, 0, -1,-1, 0, 0,
+        0, 1, 1, 0,  0,-1, 1, 0,  0, 1,-1, 0,  0,-1,-1, 0,
+        1, 0, 1, 0, -1, 0, 1, 0,  1, 0,-1, 0, -1, 0,-1, 0,
+        1, 1, 0, 0, -1, 1, 0, 0,  1,-1, 0, 0, -1,-1, 0, 0,
+        0, 1, 1, 0,  0,-1, 1, 0,  0, 1,-1, 0,  0,-1,-1, 0,
+        1, 0, 1, 0, -1, 0, 1, 0,  1, 0,-1, 0, -1, 0,-1, 0,
+        1, 1, 0, 0, -1, 1, 0, 0,  1,-1, 0, 0, -1,-1, 0, 0,
+        0, 1, 1, 0,  0,-1, 1, 0,  0, 1,-1, 0,  0,-1,-1, 0,
+        1, 0, 1, 0, -1, 0, 1, 0,  1, 0,-1, 0, -1, 0,-1, 0,
+        1, 1, 0, 0, -1, 1, 0, 0,  1,-1, 0, 0, -1,-1, 0, 0,
+        0, 1, 1, 0,  0,-1, 1, 0,  0, 1,-1, 0,  0,-1,-1, 0,
+        1, 0, 1, 0, -1, 0, 1, 0,  1, 0,-1, 0, -1, 0,-1, 0,
+        1, 1, 0, 0, -1, 1, 0, 0,  1,-1, 0, 0, -1,-1, 0, 0,
+        1, 1, 0, 0,  0,-1, 1, 0, -1, 1, 0, 0,  0,-1,-1, 0
+    };
+
+    private static final float[] RandVecs3D = {
+        -0.7292736885f, -0.6618439697f, 0.1735581948f, 0, 0.790292081f, -0.5480887466f, -0.2739291014f, 0, 0.7217578935f, 0.6226212466f, -0.3023380997f, 0, 0.565683137f, -0.8208298145f, -0.0790000257f, 0, 0.760049034f, -0.5555979497f, -0.3370999617f, 0, 0.3713945616f, 0.5011264475f, 0.7816254623f, 0, -0.1277062463f, -0.4254438999f, -0.8959289049f, 0, -0.2881560924f, -0.5815838982f, 0.7607405838f, 0,
+        0.5849561111f, -0.662820239f, -0.4674352136f, 0, 0.3307171178f, 0.0391653737f, 0.94291689f, 0, 0.8712121778f, -0.4113374369f, -0.2679381538f, 0, 0.580981015f, 0.7021915846f, 0.4115677815f, 0, 0.503756873f, 0.6330056931f, -0.5878203852f, 0, 0.4493712205f, 0.601390195f, 0.6606022552f, 0, -0.6878403724f, 0.09018890807f, -0.7202371714f, 0, -0.5958956522f, -0.6469350577f, 0.475797649f, 0,
+        -0.5127052122f, 0.1946921978f, -0.8361987284f, 0, -0.9911507142f, -0.05410276466f, -0.1212153153f, 0, -0.2149721042f, 0.9720882117f, -0.09397607749f, 0, -0.7518650936f, -0.5428057603f, 0.3742469607f, 0, 0.5237068895f, 0.8516377189f, -0.02107817834f, 0, 0.6333504779f, 0.1926167129f, -0.7495104896f, 0, -0.06788241606f, 0.3998305789f, 0.9140719259f, 0, -0.5538628599f, -0.4729896695f, -0.6852128902f, 0,
+        -0.7261455366f, -0.5911990757f, 0.3509933228f, 0, -0.9229274737f, -0.1782808786f, 0.3412049336f, 0, -0.6968815002f, 0.6511274338f, 0.3006480328f, 0, 0.9608044783f, -0.2098363234f, -0.1811724921f, 0, 0.06817146062f, -0.9743405129f, 0.2145069156f, 0, -0.3577285196f, -0.6697087264f, -0.6507845481f, 0, -0.1868621131f, 0.7648617052f, -0.6164974636f, 0, -0.6541697588f, 0.3967914832f, 0.6439087246f, 0,
+        0.6993340405f, -0.6164538506f, 0.3618239211f, 0, -0.1546665739f, 0.6291283928f, 0.7617583057f, 0, -0.6841612949f, -0.2580482182f, -0.6821542638f, 0, 0.5383980957f, 0.4258654885f, 0.7271630328f, 0, -0.5026987823f, -0.7939832935f, -0.3418836993f, 0, 0.3202971715f, 0.2834415347f, 0.9039195862f, 0, 0.8683227101f, -0.0003762656404f, -0.4959995258f, 0, 0.791120031f, -0.08511045745f, 0.6057105799f, 0,
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+        -0.6529238969f, 0.50602126f, -0.5635892736f, 0, -0.2465286165f, -0.9668205684f, -0.06694497494f, 0, -0.9776897119f, -0.2099250524f, -0.007368825344f, 0, 0.7736893337f, 0.5734244712f, 0.2694238123f, 0, -0.6095087895f, 0.4995678998f, 0.6155736747f, 0, 0.5794535482f, 0.7434546771f, 0.3339292269f, 0, -0.8226211154f, 0.08142581855f, 0.5627293636f, 0, -0.510385483f, 0.4703667658f, 0.7199039967f, 0,
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+        -0.3794024848f, 0.9245608561f, -0.03522751494f, 0, 0.8229248658f, 0.2745365933f, -0.4974176556f, 0, -0.5404114394f, 0.6091141441f, 0.5804613989f, 0, 0.8036581901f, -0.2703029469f, 0.5301601931f, 0, 0.6044318879f, 0.6832968393f, 0.4095943388f, 0, 0.06389988817f, 0.9658208605f, -0.2512108074f, 0, 0.1087113286f, 0.7402471173f, -0.6634877936f, 0, -0.713427712f, -0.6926784018f, 0.1059128479f, 0,
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+        0.002272116345f, 0.4132844051f, -0.9105991643f, 0, -0.5815751419f, -0.5162925989f, 0.6286591339f, 0, -0.03703704785f, 0.8273785755f, 0.5604221175f, 0, -0.5119692504f, 0.7953543429f, -0.3244980058f, 0, -0.2682417366f, -0.9572290247f, -0.1084387619f, 0, -0.2322482736f, -0.9679131102f, -0.09594243324f, 0, 0.3554328906f, -0.8881505545f, 0.2913006227f, 0, 0.7346520519f, -0.4371373164f, 0.5188422971f, 0,
+        0.9985120116f, 0.04659011161f, -0.02833944577f, 0, -0.3727687496f, -0.9082481361f, 0.1900757285f, 0, 0.91737377f, -0.3483642108f, 0.1925298489f, 0, 0.2714911074f, 0.4147529736f, -0.8684886582f, 0, 0.5131763485f, -0.7116334161f, 0.4798207128f, 0, -0.8737353606f, 0.18886992f, -0.4482350644f, 0, 0.8460043821f, -0.3725217914f, 0.3814499973f, 0, 0.8978727456f, -0.1780209141f, -0.4026575304f, 0,
+        0.2178065647f, -0.9698322841f, -0.1094789531f, 0, -0.1518031304f, -0.7788918132f, -0.6085091231f, 0, -0.2600384876f, -0.4755398075f, -0.8403819825f, 0, 0.572313509f, -0.7474340931f, -0.3373418503f, 0, -0.7174141009f, 0.1699017182f, -0.6756111411f, 0, -0.684180784f, 0.02145707593f, -0.7289967412f, 0, -0.2007447902f, 0.06555605789f, -0.9774476623f, 0, -0.1148803697f, -0.8044887315f, 0.5827524187f, 0,
+        -0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0
+    };
+
+
+    private static float FastMin(float a, float b) { return a < b ? a : b; }
+
+    private static float FastMax(float a, float b) { return a > b ? a : b; }
+
+    private static float FastAbs(float f) { return f < 0 ? -f : f; }
+
+    private static float FastSqrt(float f) { return (float)Math.sqrt(f); }
+
+    private static int FastFloor(/*FNLfloat*/ float f) { return f >= 0 ? (int)f : (int)f - 1; }
+
+    private static int FastRound(/*FNLfloat*/ float f) { return f >= 0 ? (int)(f + 0.5f) : (int)(f - 0.5f); }
+
+    private static float Lerp(float a, float b, float t) { return a + t * (b - a); }
+
+    private static float InterpHermite(float t) { return t * t * (3 - 2 * t); }
+
+    private static float InterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
+
+    private static float CubicLerp(float a, float b, float c, float d, float t)
+    {
+        float p = (d - c) - (a - b);
+        return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b;
+    }
+
+    private static float PingPong(float t)
+    {
+        t -= (int)(t * 0.5f) * 2;
+        return t < 1 ? t : 2 - t;
+    }
+
+    private void CalculateFractalBounding()
+    {
+        float gain = FastAbs(mGain);
+        float amp = gain;
+        float ampFractal = 1.0f;
+        for (int i = 1; i < mOctaves; i++)
+        {
+            ampFractal += amp;
+            amp *= gain;
+        }
+        mFractalBounding = 1 / ampFractal;
+    }
+
+    // Hashing
+    private static final int PrimeX = 501125321;
+    private static final int PrimeY = 1136930381;
+    private static final int PrimeZ = 1720413743;
+
+    private static int Hash(int seed, int xPrimed, int yPrimed)
+    {
+        int hash = seed ^ xPrimed ^ yPrimed;
+
+        hash *= 0x27d4eb2d;
+        return hash;
+    }
+
+    private static int Hash(int seed, int xPrimed, int yPrimed, int zPrimed)
+    {
+        int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;
+
+        hash *= 0x27d4eb2d;
+        return hash;
+    }
+
+    private static float ValCoord(int seed, int xPrimed, int yPrimed)
+    {
+        int hash = Hash(seed, xPrimed, yPrimed);
+
+        hash *= hash;
+        hash ^= hash << 19;
+        return hash * (1 / 2147483648.0f);
+    }
+
+    private static float ValCoord(int seed, int xPrimed, int yPrimed, int zPrimed)
+    {
+        int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+
+        hash *= hash;
+        hash ^= hash << 19;
+        return hash * (1 / 2147483648.0f);
+    }
+
+    private static float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd)
+    {
+        int hash = Hash(seed, xPrimed, yPrimed);
+        hash ^= hash >> 15;
+        hash &= 127 << 1;
+
+        float xg = Gradients2D[hash];
+        float yg = Gradients2D[hash | 1];
+
+        return xd * xg + yd * yg;
+    }
+
+    private static float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
+    {
+        int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+        hash ^= hash >> 15;
+        hash &= 63 << 2;
+
+        float xg = Gradients3D[hash];
+        float yg = Gradients3D[hash | 1];
+        float zg = Gradients3D[hash | 2];
+
+        return xd * xg + yd * yg + zd * zg;
+    }
+
+
+    // Generic noise gen
+
+    private float GenNoiseSingle(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        switch (mNoiseType)
+        {
+            case OpenSimplex2:
+                return SingleSimplex(seed, x, y);
+            case OpenSimplex2S:
+                return SingleOpenSimplex2S(seed, x, y);
+            case Cellular:
+                return SingleCellular(seed, x, y);
+            case Perlin:
+                return SinglePerlin(seed, x, y);
+            case ValueCubic:
+                return SingleValueCubic(seed, x, y);
+            case Value:
+                return SingleValue(seed, x, y);
+            default:
+                return 0;
+        }
+    }
+
+    private float GenNoiseSingle(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        switch (mNoiseType)
+        {
+            case OpenSimplex2:
+                return SingleOpenSimplex2(seed, x, y, z);
+            case OpenSimplex2S:
+                return SingleOpenSimplex2S(seed, x, y, z);
+            case Cellular:
+                return SingleCellular(seed, x, y, z);
+            case Perlin:
+                return SinglePerlin(seed, x, y, z);
+            case ValueCubic:
+                return SingleValueCubic(seed, x, y, z);
+            case Value:
+                return SingleValue(seed, x, y, z);
+            default:
+                return 0;
+        }
+    }
+
+
+    // Noise Coordinate Transforms (frequency, and possible skew or rotation)
+
+    private void UpdateTransformType3D()
+    {
+        switch (mRotationType3D)
+        {
+            case ImproveXYPlanes:
+                mTransformType3D = TransformType3D.ImproveXYPlanes;
+                break;
+            case ImproveXZPlanes:
+                mTransformType3D = TransformType3D.ImproveXZPlanes;
+                break;
+            default:
+                switch (mNoiseType)
+                {
+                    case OpenSimplex2:
+                    case OpenSimplex2S:
+                        mTransformType3D = TransformType3D.DefaultOpenSimplex2;
+                        break;
+                    default:
+                        mTransformType3D = TransformType3D.None;
+                        break;
+                }
+                break;
+        }
+    }
+
+    private void UpdateWarpTransformType3D()
+    {
+        switch (mRotationType3D)
+        {
+            case ImproveXYPlanes:
+                mWarpTransformType3D = TransformType3D.ImproveXYPlanes;
+                break;
+            case ImproveXZPlanes:
+                mWarpTransformType3D = TransformType3D.ImproveXZPlanes;
+                break;
+            default:
+                switch (mDomainWarpType)
+                {
+                    case OpenSimplex2:
+                    case OpenSimplex2Reduced:
+                        mWarpTransformType3D = TransformType3D.DefaultOpenSimplex2;
+                        break;
+                    default:
+                        mWarpTransformType3D = TransformType3D.None;
+                        break;
+                }
+                break;
+        }
+    }
+
+
+    // Fractal FBm
+
+    private float GenFractalFBm(/*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int seed = mSeed;
+        float sum = 0;
+        float amp = mFractalBounding;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            float noise = GenNoiseSingle(seed++, x, y);
+            sum += noise * amp;
+            amp *= Lerp(1.0f, FastMin(noise + 1, 2) * 0.5f, mWeightedStrength);
+
+            x *= mLacunarity;
+            y *= mLacunarity;
+            amp *= mGain;
+        }
+
+        return sum;
+    }
+
+    private float GenFractalFBm(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int seed = mSeed;
+        float sum = 0;
+        float amp = mFractalBounding;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            float noise = GenNoiseSingle(seed++, x, y, z);
+            sum += noise * amp;
+            amp *= Lerp(1.0f, (noise + 1) * 0.5f, mWeightedStrength);
+
+            x *= mLacunarity;
+            y *= mLacunarity;
+            z *= mLacunarity;
+            amp *= mGain;
+        }
+
+        return sum;
+    }
+
+
+    // Fractal Ridged
+
+    private float GenFractalRidged(/*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int seed = mSeed;
+        float sum = 0;
+        float amp = mFractalBounding;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            float noise = FastAbs(GenNoiseSingle(seed++, x, y));
+            sum += (noise * -2 + 1) * amp;
+            amp *= Lerp(1.0f, 1 - noise, mWeightedStrength);
+
+            x *= mLacunarity;
+            y *= mLacunarity;
+            amp *= mGain;
+        }
+
+        return sum;
+    }
+
+    private float GenFractalRidged(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int seed = mSeed;
+        float sum = 0;
+        float amp = mFractalBounding;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            float noise = FastAbs(GenNoiseSingle(seed++, x, y, z));
+            sum += (noise * -2 + 1) * amp;
+            amp *= Lerp(1.0f, 1 - noise, mWeightedStrength);
+
+            x *= mLacunarity;
+            y *= mLacunarity;
+            z *= mLacunarity;
+            amp *= mGain;
+        }
+
+        return sum;
+    }
+
+
+    // Fractal PingPong 
+
+    private float GenFractalPingPong(/*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int seed = mSeed;
+        float sum = 0;
+        float amp = mFractalBounding;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            float noise = PingPong((GenNoiseSingle(seed++, x, y) + 1) * mPingPongStrength);
+            sum += (noise - 0.5f) * 2 * amp;
+            amp *= Lerp(1.0f, noise, mWeightedStrength);
+
+            x *= mLacunarity;
+            y *= mLacunarity;
+            amp *= mGain;
+        }
+
+        return sum;
+    }
+
+    private float GenFractalPingPong(/*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int seed = mSeed;
+        float sum = 0;
+        float amp = mFractalBounding;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            float noise = PingPong((GenNoiseSingle(seed++, x, y, z) + 1) * mPingPongStrength);
+            sum += (noise - 0.5f) * 2 * amp;
+            amp *= Lerp(1.0f, noise, mWeightedStrength);
+
+            x *= mLacunarity;
+            y *= mLacunarity;
+            z *= mLacunarity;
+            amp *= mGain;
+        }
+
+        return sum;
+    }
+
+
+    // Simplex/OpenSimplex2 Noise
+
+    private float SingleSimplex(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
+
+        final float SQRT3 = 1.7320508075688772935274463415059f;
+        final float G2 = (3 - SQRT3) / 6;
+
+        /*
+         * --- Skew moved to switch statements before fractal evaluation ---
+         * final FNLfloat F2 = 0.5f * (SQRT3 - 1);
+         * FNLfloat s = (x + y) * F2;
+         * x += s; y += s;
+        */
+
+        int i = FastFloor(x);
+        int j = FastFloor(y);
+        float xi = (float)(x - i);
+        float yi = (float)(y - j);
+
+        float t = (xi + yi) * G2;
+        float x0 = (float)(xi - t);
+        float y0 = (float)(yi - t);
+
+        i *= PrimeX;
+        j *= PrimeY;
+
+        float n0, n1, n2;
+
+        float a = 0.5f - x0 * x0 - y0 * y0;
+        if (a <= 0) n0 = 0;
+        else
+        {
+            n0 = (a * a) * (a * a) * GradCoord(seed, i, j, x0, y0);
+        }
+
+        float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);
+        if (c <= 0) n2 = 0;
+        else
+        {
+            float x2 = x0 + (2 * (float)G2 - 1);
+            float y2 = y0 + (2 * (float)G2 - 1);
+            n2 = (c * c) * (c * c) * GradCoord(seed, i + PrimeX, j + PrimeY, x2, y2);
+        }
+
+        if (y0 > x0)
+        {
+            float x1 = x0 + (float)G2;
+            float y1 = y0 + ((float)G2 - 1);
+            float b = 0.5f - x1 * x1 - y1 * y1;
+            if (b <= 0) n1 = 0;
+            else
+            {
+                n1 = (b * b) * (b * b) * GradCoord(seed, i, j + PrimeY, x1, y1);
+            }
+        }
+        else
+        {
+            float x1 = x0 + ((float)G2 - 1);
+            float y1 = y0 + (float)G2;
+            float b = 0.5f - x1 * x1 - y1 * y1;
+            if (b <= 0) n1 = 0;
+            else
+            {
+                n1 = (b * b) * (b * b) * GradCoord(seed, i + PrimeX, j, x1, y1);
+            }
+        }
+
+        return (n0 + n1 + n2) * 99.83685446303647f;
+    }
+
+    private float SingleOpenSimplex2(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        // 3D OpenSimplex2 case uses two offset rotated cube grids.
+
+        /*
+         * --- Rotation moved to switch statements before fractal evaluation ---
+         * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+         * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
+         * x = r - x; y = r - y; z = r - z;
+        */
+
+        int i = FastRound(x);
+        int j = FastRound(y);
+        int k = FastRound(z);
+        float x0 = (float)(x - i);
+        float y0 = (float)(y - j);
+        float z0 = (float)(z - k);
+
+        int xNSign = (int)(-1.0f - x0) | 1;
+        int yNSign = (int)(-1.0f - y0) | 1;
+        int zNSign = (int)(-1.0f - z0) | 1;
+
+        float ax0 = xNSign * -x0;
+        float ay0 = yNSign * -y0;
+        float az0 = zNSign * -z0;
+
+        i *= PrimeX;
+        j *= PrimeY;
+        k *= PrimeZ;
+
+        float value = 0;
+        float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
+
+        for (int l = 0; ; l++)
+        {
+            if (a > 0)
+            {
+                value += (a * a) * (a * a) * GradCoord(seed, i, j, k, x0, y0, z0);
+            }
+
+            if (ax0 >= ay0 && ax0 >= az0)
+            {
+                float b = a + ax0 + ax0;
+                if (b > 1)
+                {
+                    b -= 1;
+                    value += (b * b) * (b * b) * GradCoord(seed, i - xNSign * PrimeX, j, k, x0 + xNSign, y0, z0);
+                }
+            }
+            else if (ay0 > ax0 && ay0 >= az0)
+            {
+                float b = a + ay0 + ay0;
+                if (b > 1)
+                {
+                    b -= 1;
+                    value += (b * b) * (b * b) * GradCoord(seed, i, j - yNSign * PrimeY, k, x0, y0 + yNSign, z0);
+                }
+            }
+            else
+            {
+                float b = a + az0 + az0;
+                if (b > 1)
+                {
+                    b -= 1;
+                    value += (b * b) * (b * b) * GradCoord(seed, i, j, k - zNSign * PrimeZ, x0, y0, z0 + zNSign);
+                }
+            }
+
+            if (l == 1) break;
+
+            ax0 = 0.5f - ax0;
+            ay0 = 0.5f - ay0;
+            az0 = 0.5f - az0;
+
+            x0 = xNSign * ax0;
+            y0 = yNSign * ay0;
+            z0 = zNSign * az0;
+
+            a += (0.75f - ax0) - (ay0 + az0);
+
+            i += (xNSign >> 1) & PrimeX;
+            j += (yNSign >> 1) & PrimeY;
+            k += (zNSign >> 1) & PrimeZ;
+
+            xNSign = -xNSign;
+            yNSign = -yNSign;
+            zNSign = -zNSign;
+
+            seed = ~seed;
+        }
+
+        return value * 32.69428253173828125f;
+    }
+
+
+    // OpenSimplex2S Noise
+
+    private float SingleOpenSimplex2S(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        // 2D OpenSimplex2S case is a modified 2D simplex noise.
+
+        final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059;
+        final /*FNLfloat*/ float G2 = (3 - SQRT3) / 6;
+
+        /*
+         * --- Skew moved to TransformNoiseCoordinate method ---
+         * final FNLfloat F2 = 0.5f * (SQRT3 - 1);
+         * FNLfloat s = (x + y) * F2;
+         * x += s; y += s;
+        */
+
+        int i = FastFloor(x);
+        int j = FastFloor(y);
+        float xi = (float)(x - i);
+        float yi = (float)(y - j);
+
+        i *= PrimeX;
+        j *= PrimeY;
+        int i1 = i + PrimeX;
+        int j1 = j + PrimeY;
+
+        float t = (xi + yi) * (float)G2;
+        float x0 = xi - t;
+        float y0 = yi - t;
+
+        float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0;
+        float value = (a0 * a0) * (a0 * a0) * GradCoord(seed, i, j, x0, y0);
+
+        float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0);
+        float x1 = x0 - (float)(1 - 2 * G2);
+        float y1 = y0 - (float)(1 - 2 * G2);
+        value += (a1 * a1) * (a1 * a1) * GradCoord(seed, i1, j1, x1, y1);
+
+        // Nested conditionals were faster than compact bit logic/arithmetic.
+        float xmyi = xi - yi;
+        if (t > G2)
+        {
+            if (xi + xmyi > 1)
+            {
+                float x2 = x0 + (float)(3 * G2 - 2);
+                float y2 = y0 + (float)(3 * G2 - 1);
+                float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+                if (a2 > 0)
+                {
+                    value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + (PrimeX << 1), j + PrimeY, x2, y2);
+                }
+            }
+            else
+            {
+                float x2 = x0 + (float)G2;
+                float y2 = y0 + (float)(G2 - 1);
+                float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+                if (a2 > 0)
+                {
+                    value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2);
+                }
+            }
+
+            if (yi - xmyi > 1)
+            {
+                float x3 = x0 + (float)(3 * G2 - 1);
+                float y3 = y0 + (float)(3 * G2 - 2);
+                float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
+                if (a3 > 0)
+                {
+                    value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j + (PrimeY << 1), x3, y3);
+                }
+            }
+            else
+            {
+                float x3 = x0 + (float)(G2 - 1);
+                float y3 = y0 + (float)G2;
+                float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
+                if (a3 > 0)
+                {
+                    value += (a3 * a3) * (a3 * a3) * GradCoord(seed, i + PrimeX, j, x3, y3);
+                }
+            }
+        }
+        else
+        {
+            if (xi + xmyi < 0)
+            {
+                float x2 = x0 + (float)(1 - G2);
+                float y2 = y0 - (float)G2;
+                float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+                if (a2 > 0)
+                {
+                    value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i - PrimeX, j, x2, y2);
+                }
+            }
+            else
+            {
+                float x2 = x0 + (float)(G2 - 1);
+                float y2 = y0 + (float)G2;
+                float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+                if (a2 > 0)
+                {
+                    value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i + PrimeX, j, x2, y2);
+                }
+            }
+
+            if (yi < xmyi)
+            {
+                float x2 = x0 - (float)G2;
+                float y2 = y0 - (float)(G2 - 1);
+                float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+                if (a2 > 0)
+                {
+                    value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j - PrimeY, x2, y2);
+                }
+            }
+            else
+            {
+                float x2 = x0 + (float)G2;
+                float y2 = y0 + (float)(G2 - 1);
+                float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
+                if (a2 > 0)
+                {
+                    value += (a2 * a2) * (a2 * a2) * GradCoord(seed, i, j + PrimeY, x2, y2);
+                }
+            }
+        }
+
+        return value * 18.24196194486065f;
+    }
+
+    private float SingleOpenSimplex2S(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        // 3D OpenSimplex2S case uses two offset rotated cube grids.
+
+        /*
+         * --- Rotation moved to TransformNoiseCoordinate method ---
+         * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+         * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
+         * x = r - x; y = r - y; z = r - z;
+        */
+
+        int i = FastFloor(x);
+        int j = FastFloor(y);
+        int k = FastFloor(z);
+        float xi = (float)(x - i);
+        float yi = (float)(y - j);
+        float zi = (float)(z - k);
+
+        i *= PrimeX;
+        j *= PrimeY;
+        k *= PrimeZ;
+        int seed2 = seed + 1293373;
+
+        int xNMask = (int)(-0.5f - xi);
+        int yNMask = (int)(-0.5f - yi);
+        int zNMask = (int)(-0.5f - zi);
+
+        float x0 = xi + xNMask;
+        float y0 = yi + yNMask;
+        float z0 = zi + zNMask;
+        float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0;
+        float value = (a0 * a0) * (a0 * a0) * GradCoord(seed,
+            i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x0, y0, z0);
+
+        float x1 = xi - 0.5f;
+        float y1 = yi - 0.5f;
+        float z1 = zi - 0.5f;
+        float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1;
+        value += (a1 * a1) * (a1 * a1) * GradCoord(seed2,
+            i + PrimeX, j + PrimeY, k + PrimeZ, x1, y1, z1);
+
+        float xAFlipMask0 = ((xNMask | 1) << 1) * x1;
+        float yAFlipMask0 = ((yNMask | 1) << 1) * y1;
+        float zAFlipMask0 = ((zNMask | 1) << 1) * z1;
+        float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f;
+        float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f;
+        float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f;
+
+        boolean skip5 = false;
+        float a2 = xAFlipMask0 + a0;
+        if (a2 > 0)
+        {
+            float x2 = x0 - (xNMask | 1);
+            float y2 = y0;
+            float z2 = z0;
+            value += (a2 * a2) * (a2 * a2) * GradCoord(seed,
+                i + (~xNMask & PrimeX), j + (yNMask & PrimeY), k + (zNMask & PrimeZ), x2, y2, z2);
+        }
+        else
+        {
+            float a3 = yAFlipMask0 + zAFlipMask0 + a0;
+            if (a3 > 0)
+            {
+                float x3 = x0;
+                float y3 = y0 - (yNMask | 1);
+                float z3 = z0 - (zNMask | 1);
+                value += (a3 * a3) * (a3 * a3) * GradCoord(seed,
+                    i + (xNMask & PrimeX), j + (~yNMask & PrimeY), k + (~zNMask & PrimeZ), x3, y3, z3);
+            }
+
+            float a4 = xAFlipMask1 + a1;
+            if (a4 > 0)
+            {
+                float x4 = (xNMask | 1) + x1;
+                float y4 = y1;
+                float z4 = z1;
+                value += (a4 * a4) * (a4 * a4) * GradCoord(seed2,
+                    i + (xNMask & (PrimeX * 2)), j + PrimeY, k + PrimeZ, x4, y4, z4);
+                skip5 = true;
+            }
+        }
+
+        boolean skip9 = false;
+        float a6 = yAFlipMask0 + a0;
+        if (a6 > 0)
+        {
+            float x6 = x0;
+            float y6 = y0 - (yNMask | 1);
+            float z6 = z0;
+            value += (a6 * a6) * (a6 * a6) * GradCoord(seed,
+                i + (xNMask & PrimeX), j + (~yNMask & PrimeY), k + (zNMask & PrimeZ), x6, y6, z6);
+        }
+        else
+        {
+            float a7 = xAFlipMask0 + zAFlipMask0 + a0;
+            if (a7 > 0)
+            {
+                float x7 = x0 - (xNMask | 1);
+                float y7 = y0;
+                float z7 = z0 - (zNMask | 1);
+                value += (a7 * a7) * (a7 * a7) * GradCoord(seed,
+                    i + (~xNMask & PrimeX), j + (yNMask & PrimeY), k + (~zNMask & PrimeZ), x7, y7, z7);
+            }
+
+            float a8 = yAFlipMask1 + a1;
+            if (a8 > 0)
+            {
+                float x8 = x1;
+                float y8 = (yNMask | 1) + y1;
+                float z8 = z1;
+                value += (a8 * a8) * (a8 * a8) * GradCoord(seed2,
+                    i + PrimeX, j + (yNMask & (PrimeY << 1)), k + PrimeZ, x8, y8, z8);
+                skip9 = true;
+            }
+        }
+
+        boolean skipD = false;
+        float aA = zAFlipMask0 + a0;
+        if (aA > 0)
+        {
+            float xA = x0;
+            float yA = y0;
+            float zA = z0 - (zNMask | 1);
+            value += (aA * aA) * (aA * aA) * GradCoord(seed,
+                i + (xNMask & PrimeX), j + (yNMask & PrimeY), k + (~zNMask & PrimeZ), xA, yA, zA);
+        }
+        else
+        {
+            float aB = xAFlipMask0 + yAFlipMask0 + a0;
+            if (aB > 0)
+            {
+                float xB = x0 - (xNMask | 1);
+                float yB = y0 - (yNMask | 1);
+                float zB = z0;
+                value += (aB * aB) * (aB * aB) * GradCoord(seed,
+                    i + (~xNMask & PrimeX), j + (~yNMask & PrimeY), k + (zNMask & PrimeZ), xB, yB, zB);
+            }
+
+            float aC = zAFlipMask1 + a1;
+            if (aC > 0)
+            {
+                float xC = x1;
+                float yC = y1;
+                float zC = (zNMask | 1) + z1;
+                value += (aC * aC) * (aC * aC) * GradCoord(seed2,
+                    i + PrimeX, j + PrimeY, k + (zNMask & (PrimeZ << 1)), xC, yC, zC);
+                skipD = true;
+            }
+        }
+
+        if (!skip5)
+        {
+            float a5 = yAFlipMask1 + zAFlipMask1 + a1;
+            if (a5 > 0)
+            {
+                float x5 = x1;
+                float y5 = (yNMask | 1) + y1;
+                float z5 = (zNMask | 1) + z1;
+                value += (a5 * a5) * (a5 * a5) * GradCoord(seed2,
+                    i + PrimeX, j + (yNMask & (PrimeY << 1)), k + (zNMask & (PrimeZ << 1)), x5, y5, z5);
+            }
+        }
+
+        if (!skip9)
+        {
+            float a9 = xAFlipMask1 + zAFlipMask1 + a1;
+            if (a9 > 0)
+            {
+                float x9 = (xNMask | 1) + x1;
+                float y9 = y1;
+                float z9 = (zNMask | 1) + z1;
+                value += (a9 * a9) * (a9 * a9) * GradCoord(seed2,
+                    i + (xNMask & (PrimeX * 2)), j + PrimeY, k + (zNMask & (PrimeZ << 1)), x9, y9, z9);
+            }
+        }
+
+        if (!skipD)
+        {
+            float aD = xAFlipMask1 + yAFlipMask1 + a1;
+            if (aD > 0)
+            {
+                float xD = (xNMask | 1) + x1;
+                float yD = (yNMask | 1) + y1;
+                float zD = z1;
+                value += (aD * aD) * (aD * aD) * GradCoord(seed2,
+                    i + (xNMask & (PrimeX << 1)), j + (yNMask & (PrimeY << 1)), k + PrimeZ, xD, yD, zD);
+            }
+        }
+
+        return value * 9.046026385208288f;
+    }
+
+
+    // Cellular Noise
+
+    private float SingleCellular(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int xr = FastRound(x);
+        int yr = FastRound(y);
+
+        float distance0 = Float.MAX_VALUE;
+        float distance1 = Float.MAX_VALUE;
+        int closestHash = 0;
+
+        float cellularJitter = 0.43701595f * mCellularJitterModifier;
+
+        int xPrimed = (xr - 1) * PrimeX;
+        int yPrimedBase = (yr - 1) * PrimeY;
+
+        switch (mCellularDistanceFunction)
+        {
+            default:
+            case Euclidean:
+            case EuclideanSq:
+                for (int xi = xr - 1; xi <= xr + 1; xi++)
+                {
+                    int yPrimed = yPrimedBase;
+
+                    for (int yi = yr - 1; yi <= yr + 1; yi++)
+                    {
+                        int hash = Hash(seed, xPrimed, yPrimed);
+                        int idx = hash & (255 << 1);
+
+                        float vecX = (float)(xi - x) + RandVecs2D[idx] * cellularJitter;
+                        float vecY = (float)(yi - y) + RandVecs2D[idx | 1] * cellularJitter;
+
+                        float newDistance = vecX * vecX + vecY * vecY;
+
+                        distance1 = FastMax(FastMin(distance1, newDistance), distance0);
+                        if (newDistance < distance0)
+                        {
+                            distance0 = newDistance;
+                            closestHash = hash;
+                        }
+                        yPrimed += PrimeY;
+                    }
+                    xPrimed += PrimeX;
+                }
+                break;
+            case Manhattan:
+                for (int xi = xr - 1; xi <= xr + 1; xi++)
+                {
+                    int yPrimed = yPrimedBase;
+
+                    for (int yi = yr - 1; yi <= yr + 1; yi++)
+                    {
+                        int hash = Hash(seed, xPrimed, yPrimed);
+                        int idx = hash & (255 << 1);
+
+                        float vecX = (float)(xi - x) + RandVecs2D[idx] * cellularJitter;
+                        float vecY = (float)(yi - y) + RandVecs2D[idx | 1] * cellularJitter;
+
+                        float newDistance = FastAbs(vecX) + FastAbs(vecY);
+
+                        distance1 = FastMax(FastMin(distance1, newDistance), distance0);
+                        if (newDistance < distance0)
+                        {
+                            distance0 = newDistance;
+                            closestHash = hash;
+                        }
+                        yPrimed += PrimeY;
+                    }
+                    xPrimed += PrimeX;
+                }
+                break;
+            case Hybrid:
+                for (int xi = xr - 1; xi <= xr + 1; xi++)
+                {
+                    int yPrimed = yPrimedBase;
+
+                    for (int yi = yr - 1; yi <= yr + 1; yi++)
+                    {
+                        int hash = Hash(seed, xPrimed, yPrimed);
+                        int idx = hash & (255 << 1);
+
+                        float vecX = (float)(xi - x) + RandVecs2D[idx] * cellularJitter;
+                        float vecY = (float)(yi - y) + RandVecs2D[idx | 1] * cellularJitter;
+
+                        float newDistance = (FastAbs(vecX) + FastAbs(vecY)) + (vecX * vecX + vecY * vecY);
+
+                        distance1 = FastMax(FastMin(distance1, newDistance), distance0);
+                        if (newDistance < distance0)
+                        {
+                            distance0 = newDistance;
+                            closestHash = hash;
+                        }
+                        yPrimed += PrimeY;
+                    }
+                    xPrimed += PrimeX;
+                }
+                break;
+        }
+
+        if (mCellularDistanceFunction == CellularDistanceFunction.Euclidean && mCellularReturnType != CellularReturnType.CellValue)
+        {
+            distance0 = FastSqrt(distance0);
+
+            if (mCellularReturnType != CellularReturnType.Distance)
+            {
+                distance1 = FastSqrt(distance1);
+            }
+        }
+
+        switch (mCellularReturnType)
+        {
+            case CellValue:
+                return closestHash * (1 / 2147483648.0f);
+            case Distance:
+                return distance0 - 1;
+            case Distance2:
+                return distance1 - 1;
+            case Distance2Add:
+                return (distance1 + distance0) * 0.5f - 1;
+            case Distance2Sub:
+                return distance1 - distance0 - 1;
+            case Distance2Mul:
+                return distance1 * distance0 * 0.5f - 1;
+            case Distance2Div:
+                return distance0 / distance1 - 1;
+            default:
+                return 0;
+        }
+    }
+
+    private float SingleCellular(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int xr = FastRound(x);
+        int yr = FastRound(y);
+        int zr = FastRound(z);
+
+        float distance0 = Float.MAX_VALUE;
+        float distance1 = Float.MAX_VALUE;
+        int closestHash = 0;
+
+        float cellularJitter = 0.39614353f * mCellularJitterModifier;
+
+        int xPrimed = (xr - 1) * PrimeX;
+        int yPrimedBase = (yr - 1) * PrimeY;
+        int zPrimedBase = (zr - 1) * PrimeZ;
+
+        switch (mCellularDistanceFunction)
+        {
+            case Euclidean:
+            case EuclideanSq:
+                for (int xi = xr - 1; xi <= xr + 1; xi++)
+                {
+                    int yPrimed = yPrimedBase;
+
+                    for (int yi = yr - 1; yi <= yr + 1; yi++)
+                    {
+                        int zPrimed = zPrimedBase;
+
+                        for (int zi = zr - 1; zi <= zr + 1; zi++)
+                        {
+                            int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+                            int idx = hash & (255 << 2);
+
+                            float vecX = (float)(xi - x) + RandVecs3D[idx] * cellularJitter;
+                            float vecY = (float)(yi - y) + RandVecs3D[idx | 1] * cellularJitter;
+                            float vecZ = (float)(zi - z) + RandVecs3D[idx | 2] * cellularJitter;
+
+                            float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ;
+
+                            distance1 = FastMax(FastMin(distance1, newDistance), distance0);
+                            if (newDistance < distance0)
+                            {
+                                distance0 = newDistance;
+                                closestHash = hash;
+                            }
+                            zPrimed += PrimeZ;
+                        }
+                        yPrimed += PrimeY;
+                    }
+                    xPrimed += PrimeX;
+                }
+                break;
+            case Manhattan:
+                for (int xi = xr - 1; xi <= xr + 1; xi++)
+                {
+                    int yPrimed = yPrimedBase;
+
+                    for (int yi = yr - 1; yi <= yr + 1; yi++)
+                    {
+                        int zPrimed = zPrimedBase;
+
+                        for (int zi = zr - 1; zi <= zr + 1; zi++)
+                        {
+                            int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+                            int idx = hash & (255 << 2);
+
+                            float vecX = (float)(xi - x) + RandVecs3D[idx] * cellularJitter;
+                            float vecY = (float)(yi - y) + RandVecs3D[idx | 1] * cellularJitter;
+                            float vecZ = (float)(zi - z) + RandVecs3D[idx | 2] * cellularJitter;
+
+                            float newDistance = FastAbs(vecX) + FastAbs(vecY) + FastAbs(vecZ);
+
+                            distance1 = FastMax(FastMin(distance1, newDistance), distance0);
+                            if (newDistance < distance0)
+                            {
+                                distance0 = newDistance;
+                                closestHash = hash;
+                            }
+                            zPrimed += PrimeZ;
+                        }
+                        yPrimed += PrimeY;
+                    }
+                    xPrimed += PrimeX;
+                }
+                break;
+            case Hybrid:
+                for (int xi = xr - 1; xi <= xr + 1; xi++)
+                {
+                    int yPrimed = yPrimedBase;
+
+                    for (int yi = yr - 1; yi <= yr + 1; yi++)
+                    {
+                        int zPrimed = zPrimedBase;
+
+                        for (int zi = zr - 1; zi <= zr + 1; zi++)
+                        {
+                            int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+                            int idx = hash & (255 << 2);
+
+                            float vecX = (float)(xi - x) + RandVecs3D[idx] * cellularJitter;
+                            float vecY = (float)(yi - y) + RandVecs3D[idx | 1] * cellularJitter;
+                            float vecZ = (float)(zi - z) + RandVecs3D[idx | 2] * cellularJitter;
+
+                            float newDistance = (FastAbs(vecX) + FastAbs(vecY) + FastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ);
+
+                            distance1 = FastMax(FastMin(distance1, newDistance), distance0);
+                            if (newDistance < distance0)
+                            {
+                                distance0 = newDistance;
+                                closestHash = hash;
+                            }
+                            zPrimed += PrimeZ;
+                        }
+                        yPrimed += PrimeY;
+                    }
+                    xPrimed += PrimeX;
+                }
+                break;
+            default:
+                break;
+        }
+
+        if (mCellularDistanceFunction == CellularDistanceFunction.Euclidean && mCellularReturnType != CellularReturnType.CellValue)
+        {
+            distance0 = FastSqrt(distance0);
+
+            if (mCellularReturnType != CellularReturnType.Distance)
+            {
+                distance1 = FastSqrt(distance1);
+            }
+        }
+
+        switch (mCellularReturnType)
+        {
+            case CellValue:
+                return closestHash * (1 / 2147483648.0f);
+            case Distance:
+                return distance0 - 1;
+            case Distance2:
+                return distance1 - 1;
+            case Distance2Add:
+                return (distance1 + distance0) * 0.5f - 1;
+            case Distance2Sub:
+                return distance1 - distance0 - 1;
+            case Distance2Mul:
+                return distance1 * distance0 * 0.5f - 1;
+            case Distance2Div:
+                return distance0 / distance1 - 1;
+            default:
+                return 0;
+        }
+    }
+
+
+    // Perlin Noise
+
+    private float SinglePerlin(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int x0 = FastFloor(x);
+        int y0 = FastFloor(y);
+
+        float xd0 = (float)(x - x0);
+        float yd0 = (float)(y - y0);
+        float xd1 = xd0 - 1;
+        float yd1 = yd0 - 1;
+
+        float xs = InterpQuintic(xd0);
+        float ys = InterpQuintic(yd0);
+
+        x0 *= PrimeX;
+        y0 *= PrimeY;
+        int x1 = x0 + PrimeX;
+        int y1 = y0 + PrimeY;
+
+        float xf0 = Lerp(GradCoord(seed, x0, y0, xd0, yd0), GradCoord(seed, x1, y0, xd1, yd0), xs);
+        float xf1 = Lerp(GradCoord(seed, x0, y1, xd0, yd1), GradCoord(seed, x1, y1, xd1, yd1), xs);
+
+        return Lerp(xf0, xf1, ys) * 1.4247691104677813f;
+    }
+
+    private float SinglePerlin(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int x0 = FastFloor(x);
+        int y0 = FastFloor(y);
+        int z0 = FastFloor(z);
+
+        float xd0 = (float)(x - x0);
+        float yd0 = (float)(y - y0);
+        float zd0 = (float)(z - z0);
+        float xd1 = xd0 - 1;
+        float yd1 = yd0 - 1;
+        float zd1 = zd0 - 1;
+
+        float xs = InterpQuintic(xd0);
+        float ys = InterpQuintic(yd0);
+        float zs = InterpQuintic(zd0);
+
+        x0 *= PrimeX;
+        y0 *= PrimeY;
+        z0 *= PrimeZ;
+        int x1 = x0 + PrimeX;
+        int y1 = y0 + PrimeY;
+        int z1 = z0 + PrimeZ;
+
+        float xf00 = Lerp(GradCoord(seed, x0, y0, z0, xd0, yd0, zd0), GradCoord(seed, x1, y0, z0, xd1, yd0, zd0), xs);
+        float xf10 = Lerp(GradCoord(seed, x0, y1, z0, xd0, yd1, zd0), GradCoord(seed, x1, y1, z0, xd1, yd1, zd0), xs);
+        float xf01 = Lerp(GradCoord(seed, x0, y0, z1, xd0, yd0, zd1), GradCoord(seed, x1, y0, z1, xd1, yd0, zd1), xs);
+        float xf11 = Lerp(GradCoord(seed, x0, y1, z1, xd0, yd1, zd1), GradCoord(seed, x1, y1, z1, xd1, yd1, zd1), xs);
+
+        float yf0 = Lerp(xf00, xf10, ys);
+        float yf1 = Lerp(xf01, xf11, ys);
+
+        return Lerp(yf0, yf1, zs) * 0.964921414852142333984375f;
+    }
+
+
+    // Value Cubic Noise
+
+    private float SingleValueCubic(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int x1 = FastFloor(x);
+        int y1 = FastFloor(y);
+
+        float xs = (float)(x - x1);
+        float ys = (float)(y - y1);
+
+        x1 *= PrimeX;
+        y1 *= PrimeY;
+        int x0 = x1 - PrimeX;
+        int y0 = y1 - PrimeY;
+        int x2 = x1 + PrimeX;
+        int y2 = y1 + PrimeY;
+        int x3 = x1 + (PrimeX << 1);
+        int y3 = y1 + (PrimeY << 1);
+
+        return CubicLerp(
+            CubicLerp(ValCoord(seed, x0, y0), ValCoord(seed, x1, y0), ValCoord(seed, x2, y0), ValCoord(seed, x3, y0),
+            xs),
+            CubicLerp(ValCoord(seed, x0, y1), ValCoord(seed, x1, y1), ValCoord(seed, x2, y1), ValCoord(seed, x3, y1),
+            xs),
+            CubicLerp(ValCoord(seed, x0, y2), ValCoord(seed, x1, y2), ValCoord(seed, x2, y2), ValCoord(seed, x3, y2),
+            xs),
+            CubicLerp(ValCoord(seed, x0, y3), ValCoord(seed, x1, y3), ValCoord(seed, x2, y3), ValCoord(seed, x3, y3),
+            xs),
+            ys) * (1 / (1.5f * 1.5f));
+    }
+
+    private float SingleValueCubic(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int x1 = FastFloor(x);
+        int y1 = FastFloor(y);
+        int z1 = FastFloor(z);
+
+        float xs = (float)(x - x1);
+        float ys = (float)(y - y1);
+        float zs = (float)(z - z1);
+
+        x1 *= PrimeX;
+        y1 *= PrimeY;
+        z1 *= PrimeZ;
+
+        int x0 = x1 - PrimeX;
+        int y0 = y1 - PrimeY;
+        int z0 = z1 - PrimeZ;
+        int x2 = x1 + PrimeX;
+        int y2 = y1 + PrimeY;
+        int z2 = z1 + PrimeZ;
+        int x3 = x1 + (PrimeX << 1);
+        int y3 = y1 + (PrimeY << 1);
+        int z3 = z1 + (PrimeZ << 1);
+
+
+        return CubicLerp(
+            CubicLerp(
+            CubicLerp(ValCoord(seed, x0, y0, z0), ValCoord(seed, x1, y0, z0), ValCoord(seed, x2, y0, z0), ValCoord(seed, x3, y0, z0), xs),
+            CubicLerp(ValCoord(seed, x0, y1, z0), ValCoord(seed, x1, y1, z0), ValCoord(seed, x2, y1, z0), ValCoord(seed, x3, y1, z0), xs),
+            CubicLerp(ValCoord(seed, x0, y2, z0), ValCoord(seed, x1, y2, z0), ValCoord(seed, x2, y2, z0), ValCoord(seed, x3, y2, z0), xs),
+            CubicLerp(ValCoord(seed, x0, y3, z0), ValCoord(seed, x1, y3, z0), ValCoord(seed, x2, y3, z0), ValCoord(seed, x3, y3, z0), xs),
+            ys),
+            CubicLerp(
+            CubicLerp(ValCoord(seed, x0, y0, z1), ValCoord(seed, x1, y0, z1), ValCoord(seed, x2, y0, z1), ValCoord(seed, x3, y0, z1), xs),
+            CubicLerp(ValCoord(seed, x0, y1, z1), ValCoord(seed, x1, y1, z1), ValCoord(seed, x2, y1, z1), ValCoord(seed, x3, y1, z1), xs),
+            CubicLerp(ValCoord(seed, x0, y2, z1), ValCoord(seed, x1, y2, z1), ValCoord(seed, x2, y2, z1), ValCoord(seed, x3, y2, z1), xs),
+            CubicLerp(ValCoord(seed, x0, y3, z1), ValCoord(seed, x1, y3, z1), ValCoord(seed, x2, y3, z1), ValCoord(seed, x3, y3, z1), xs),
+            ys),
+            CubicLerp(
+            CubicLerp(ValCoord(seed, x0, y0, z2), ValCoord(seed, x1, y0, z2), ValCoord(seed, x2, y0, z2), ValCoord(seed, x3, y0, z2), xs),
+            CubicLerp(ValCoord(seed, x0, y1, z2), ValCoord(seed, x1, y1, z2), ValCoord(seed, x2, y1, z2), ValCoord(seed, x3, y1, z2), xs),
+            CubicLerp(ValCoord(seed, x0, y2, z2), ValCoord(seed, x1, y2, z2), ValCoord(seed, x2, y2, z2), ValCoord(seed, x3, y2, z2), xs),
+            CubicLerp(ValCoord(seed, x0, y3, z2), ValCoord(seed, x1, y3, z2), ValCoord(seed, x2, y3, z2), ValCoord(seed, x3, y3, z2), xs),
+            ys),
+            CubicLerp(
+            CubicLerp(ValCoord(seed, x0, y0, z3), ValCoord(seed, x1, y0, z3), ValCoord(seed, x2, y0, z3), ValCoord(seed, x3, y0, z3), xs),
+            CubicLerp(ValCoord(seed, x0, y1, z3), ValCoord(seed, x1, y1, z3), ValCoord(seed, x2, y1, z3), ValCoord(seed, x3, y1, z3), xs),
+            CubicLerp(ValCoord(seed, x0, y2, z3), ValCoord(seed, x1, y2, z3), ValCoord(seed, x2, y2, z3), ValCoord(seed, x3, y2, z3), xs),
+            CubicLerp(ValCoord(seed, x0, y3, z3), ValCoord(seed, x1, y3, z3), ValCoord(seed, x2, y3, z3), ValCoord(seed, x3, y3, z3), xs),
+            ys),
+            zs) * (1 / (1.5f * 1.5f * 1.5f));
+    }
+
+
+    // Value Noise
+
+    private float SingleValue(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y)
+    {
+        int x0 = FastFloor(x);
+        int y0 = FastFloor(y);
+
+        float xs = InterpHermite((float)(x - x0));
+        float ys = InterpHermite((float)(y - y0));
+
+        x0 *= PrimeX;
+        y0 *= PrimeY;
+        int x1 = x0 + PrimeX;
+        int y1 = y0 + PrimeY;
+
+        float xf0 = Lerp(ValCoord(seed, x0, y0), ValCoord(seed, x1, y0), xs);
+        float xf1 = Lerp(ValCoord(seed, x0, y1), ValCoord(seed, x1, y1), xs);
+
+        return Lerp(xf0, xf1, ys);
+    }
+
+    private float SingleValue(int seed, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z)
+    {
+        int x0 = FastFloor(x);
+        int y0 = FastFloor(y);
+        int z0 = FastFloor(z);
+
+        float xs = InterpHermite((float)(x - x0));
+        float ys = InterpHermite((float)(y - y0));
+        float zs = InterpHermite((float)(z - z0));
+
+        x0 *= PrimeX;
+        y0 *= PrimeY;
+        z0 *= PrimeZ;
+        int x1 = x0 + PrimeX;
+        int y1 = y0 + PrimeY;
+        int z1 = z0 + PrimeZ;
+
+        float xf00 = Lerp(ValCoord(seed, x0, y0, z0), ValCoord(seed, x1, y0, z0), xs);
+        float xf10 = Lerp(ValCoord(seed, x0, y1, z0), ValCoord(seed, x1, y1, z0), xs);
+        float xf01 = Lerp(ValCoord(seed, x0, y0, z1), ValCoord(seed, x1, y0, z1), xs);
+        float xf11 = Lerp(ValCoord(seed, x0, y1, z1), ValCoord(seed, x1, y1, z1), xs);
+
+        float yf0 = Lerp(xf00, xf10, ys);
+        float yf1 = Lerp(xf01, xf11, ys);
+
+        return Lerp(yf0, yf1, zs);
+    }
+
+
+    // Domain Warp
+
+    private void DoSingleDomainWarp(int seed, float amp, float freq, /*FNLfloat*/ float x, /*FNLfloat*/ float y, Vector2f coord)
+    {
+        switch (mDomainWarpType)
+        {
+            case OpenSimplex2:
+                SingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, coord, false);
+                break;
+            case OpenSimplex2Reduced:
+                SingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, coord, true);
+                break;
+            case BasicGrid:
+                SingleDomainWarpBasicGrid(seed, amp, freq, x, y, coord);
+                break;
+        }
+    }
+
+    private void DoSingleDomainWarp(int seed, float amp, float freq, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z, Vector3f coord)
+    {
+        switch (mDomainWarpType)
+        {
+            case OpenSimplex2:
+                SingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, coord, false);
+                break;
+            case OpenSimplex2Reduced:
+                SingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, coord, true);
+                break;
+            case BasicGrid:
+                SingleDomainWarpBasicGrid(seed, amp, freq, x, y, z, coord);
+                break;
+        }
+    }
+
+
+    // Domain Warp Single Wrapper
+
+    private void DomainWarpSingle(Vector2f coord)
+    {
+        int seed = mSeed;
+        float amp = mDomainWarpAmp * mFractalBounding;
+        float freq = mFrequency;
+
+        /*FNLfloat*/ float xs = coord.x;
+        /*FNLfloat*/ float ys = coord.y;
+        switch (mDomainWarpType)
+        {
+            case OpenSimplex2:
+            case OpenSimplex2Reduced:
+                {
+                    final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059;
+                    final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1);
+                    /*FNLfloat*/ float t = (xs + ys) * F2;
+                    xs += t; ys += t;
+                }
+                break;
+            default:
+                break;
+        }
+
+        DoSingleDomainWarp(seed, amp, freq, xs, ys, coord);
+    }
+
+    private void DomainWarpSingle(Vector3f coord)
+    {
+        int seed = mSeed;
+        float amp = mDomainWarpAmp * mFractalBounding;
+        float freq = mFrequency;
+
+        /*FNLfloat*/ float xs = coord.x;
+        /*FNLfloat*/ float ys = coord.y;
+        /*FNLfloat*/ float zs = coord.z;
+        switch (mWarpTransformType3D) 
+        {
+            case ImproveXYPlanes: 
+                {
+                    /*FNLfloat*/ float xy = xs + ys;
+                    /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187;
+                    zs *= (/*FNLfloat*/ float)0.577350269189626;
+                    xs += s2 - zs;
+                    ys = ys + s2 - zs;
+                    zs += xy * (/*FNLfloat*/ float)0.577350269189626;
+                }
+                break;
+            case ImproveXZPlanes:
+                {
+                    /*FNLfloat*/ float xz = xs + zs;
+                    /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187;
+                    ys *= (/*FNLfloat*/ float)0.577350269189626;
+                    xs += s2 - ys; zs += s2 - ys;
+                    ys += xz * (/*FNLfloat*/ float)0.577350269189626;
+                }
+                break;
+            case DefaultOpenSimplex2:
+                {
+                    final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0);
+                    /*FNLfloat*/ float r = (xs + ys + zs) * R3; // Rotation, not skew
+                    xs = r - xs;
+                    ys = r - ys;
+                    zs = r - zs;
+                }
+                break;
+            default:
+                break;
+        }
+
+        DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, coord);
+    }
+
+
+    // Domain Warp Fractal Progressive
+
+    private void DomainWarpFractalProgressive(Vector2f coord)
+    {
+        int seed = mSeed;
+        float amp = mDomainWarpAmp * mFractalBounding;
+        float freq = mFrequency;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            /*FNLfloat*/ float xs = coord.x;
+            /*FNLfloat*/ float ys = coord.y;
+            switch (mDomainWarpType)
+            {
+                case OpenSimplex2:
+                case OpenSimplex2Reduced:
+                    {
+                        final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059;
+                        final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1);
+                        /*FNLfloat*/ float t = (xs + ys) * F2;
+                        xs += t; ys += t;
+                    }
+                    break;
+                default:
+                    break;
+            }
+
+            DoSingleDomainWarp(seed, amp, freq, xs, ys, coord);
+
+            seed++;
+            amp *= mGain;
+            freq *= mLacunarity;
+        }
+    }
+
+    private void DomainWarpFractalProgressive(Vector3f coord)
+    {
+        int seed = mSeed;
+        float amp = mDomainWarpAmp * mFractalBounding;
+        float freq = mFrequency;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            /*FNLfloat*/ float xs = coord.x;
+            /*FNLfloat*/ float ys = coord.y;
+            /*FNLfloat*/ float zs = coord.z;
+            switch (mWarpTransformType3D)
+            {
+                case ImproveXYPlanes:
+                    {
+                        /*FNLfloat*/ float xy = xs + ys;
+                        /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187;
+                        zs *= (/*FNLfloat*/ float)0.577350269189626;
+                        xs += s2 - zs;
+                        ys = ys + s2 - zs;
+                        zs += xy * (/*FNLfloat*/ float)0.577350269189626;
+                    }
+                    break;
+                case ImproveXZPlanes:
+                    {
+                        /*FNLfloat*/ float xz = xs + zs;
+                        /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187;
+                        ys *= (/*FNLfloat*/ float)0.577350269189626;
+                        xs += s2 - ys; zs += s2 - ys;
+                        ys += xz * (/*FNLfloat*/ float)0.577350269189626;
+                    }
+                    break;
+                case DefaultOpenSimplex2:
+                    {
+                        final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0);
+                        /*FNLfloat*/ float r = (xs + ys + zs) * R3; // Rotation, not skew
+                        xs = r - xs;
+                        ys = r - ys;
+                        zs = r - zs;
+                    }
+                    break;
+                default:
+                    break;
+            }
+
+            DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, coord);
+
+            seed++;
+            amp *= mGain;
+            freq *= mLacunarity;
+        }
+    }
+
+
+    // Domain Warp Fractal Independant
+    private void DomainWarpFractalIndependent(Vector2f coord)
+    {
+        /*FNLfloat*/ float xs = coord.x;
+        /*FNLfloat*/ float ys = coord.y;
+        switch (mDomainWarpType)
+        {
+            case OpenSimplex2:
+            case OpenSimplex2Reduced:
+                {
+                    final /*FNLfloat*/ float SQRT3 = (/*FNLfloat*/ float)1.7320508075688772935274463415059;
+                    final /*FNLfloat*/ float F2 = 0.5f * (SQRT3 - 1);
+                    /*FNLfloat*/ float t = (xs + ys) * F2;
+                    xs += t; ys += t;
+                }
+                break;
+            default:
+                break;
+        }
+
+        int seed = mSeed;
+        float amp = mDomainWarpAmp * mFractalBounding;
+        float freq = mFrequency;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            DoSingleDomainWarp(seed, amp, freq, xs, ys, coord);
+
+            seed++;
+            amp *= mGain;
+            freq *= mLacunarity;
+        }
+    }
+
+    private void DomainWarpFractalIndependent(Vector3f coord)
+    {
+        /*FNLfloat*/ float xs = coord.x;
+        /*FNLfloat*/ float ys = coord.y;
+        /*FNLfloat*/ float zs = coord.z;
+        switch (mWarpTransformType3D)
+        {
+            case ImproveXYPlanes:
+                {
+                    /*FNLfloat*/ float xy = xs + ys;
+                    /*FNLfloat*/ float s2 = xy * -(/*FNLfloat*/ float)0.211324865405187;
+                    zs *= (/*FNLfloat*/ float)0.577350269189626;
+                    xs += s2 - zs;
+                    ys = ys + s2 - zs;
+                    zs += xy * (/*FNLfloat*/ float)0.577350269189626;
+                }
+                break;
+            case ImproveXZPlanes:
+                {
+                    /*FNLfloat*/ float xz = xs + zs;
+                    /*FNLfloat*/ float s2 = xz * -(/*FNLfloat*/ float)0.211324865405187;
+                    ys *= (/*FNLfloat*/ float)0.577350269189626;
+                    xs += s2 - ys; zs += s2 - ys;
+                    ys += xz * (/*FNLfloat*/ float)0.577350269189626;
+                }
+                break;
+            case DefaultOpenSimplex2:
+                {
+                    final /*FNLfloat*/ float R3 = (/*FNLfloat*/ float)(2.0 / 3.0);
+                    /*FNLfloat*/ float r = (xs + ys + zs) * R3; // Rotation, not skew
+                    xs = r - xs;
+                    ys = r - ys;
+                    zs = r - zs;
+                }
+                break;
+            default:
+                break;
+        }
+
+        int seed = mSeed;
+        float amp = mDomainWarpAmp * mFractalBounding;
+        float freq = mFrequency;
+
+        for (int i = 0; i < mOctaves; i++)
+        {
+            DoSingleDomainWarp(seed, amp, freq, xs, ys, zs, coord);
+
+            seed++;
+            amp *= mGain;
+            freq *= mLacunarity;
+        }
+    }
+
+
+    // Domain Warp Basic Grid
+
+    private void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, Vector2f coord)
+    {
+        /*FNLfloat*/ float xf = x * frequency;
+        /*FNLfloat*/ float yf = y * frequency;
+
+        int x0 = FastFloor(xf);
+        int y0 = FastFloor(yf);
+
+        float xs = InterpHermite((float)(xf - x0));
+        float ys = InterpHermite((float)(yf - y0));
+
+        x0 *= PrimeX;
+        y0 *= PrimeY;
+        int x1 = x0 + PrimeX;
+        int y1 = y0 + PrimeY;
+
+        int hash0 = Hash(seed, x0, y0) & (255 << 1);
+        int hash1 = Hash(seed, x1, y0) & (255 << 1);
+
+        float lx0x = Lerp(RandVecs2D[hash0], RandVecs2D[hash1], xs);
+        float ly0x = Lerp(RandVecs2D[hash0 | 1], RandVecs2D[hash1 | 1], xs);
+
+        hash0 = Hash(seed, x0, y1) & (255 << 1);
+        hash1 = Hash(seed, x1, y1) & (255 << 1);
+
+        float lx1x = Lerp(RandVecs2D[hash0], RandVecs2D[hash1], xs);
+        float ly1x = Lerp(RandVecs2D[hash0 | 1], RandVecs2D[hash1 | 1], xs);
+
+        coord.x += Lerp(lx0x, lx1x, ys) * warpAmp;
+        coord.y += Lerp(ly0x, ly1x, ys) * warpAmp;
+    }
+
+    private void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z, Vector3f coord)
+    {
+        /*FNLfloat*/ float xf = x * frequency;
+        /*FNLfloat*/ float yf = y * frequency;
+        /*FNLfloat*/ float zf = z * frequency;
+
+        int x0 = FastFloor(xf);
+        int y0 = FastFloor(yf);
+        int z0 = FastFloor(zf);
+
+        float xs = InterpHermite((float)(xf - x0));
+        float ys = InterpHermite((float)(yf - y0));
+        float zs = InterpHermite((float)(zf - z0));
+
+        x0 *= PrimeX;
+        y0 *= PrimeY;
+        z0 *= PrimeZ;
+        int x1 = x0 + PrimeX;
+        int y1 = y0 + PrimeY;
+        int z1 = z0 + PrimeZ;
+
+        int hash0 = Hash(seed, x0, y0, z0) & (255 << 2);
+        int hash1 = Hash(seed, x1, y0, z0) & (255 << 2);
+
+        float lx0x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs);
+        float ly0x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs);
+        float lz0x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs);
+
+        hash0 = Hash(seed, x0, y1, z0) & (255 << 2);
+        hash1 = Hash(seed, x1, y1, z0) & (255 << 2);
+
+        float lx1x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs);
+        float ly1x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs);
+        float lz1x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs);
+
+        float lx0y = Lerp(lx0x, lx1x, ys);
+        float ly0y = Lerp(ly0x, ly1x, ys);
+        float lz0y = Lerp(lz0x, lz1x, ys);
+
+        hash0 = Hash(seed, x0, y0, z1) & (255 << 2);
+        hash1 = Hash(seed, x1, y0, z1) & (255 << 2);
+
+        lx0x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs);
+        ly0x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs);
+        lz0x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs);
+
+        hash0 = Hash(seed, x0, y1, z1) & (255 << 2);
+        hash1 = Hash(seed, x1, y1, z1) & (255 << 2);
+
+        lx1x = Lerp(RandVecs3D[hash0], RandVecs3D[hash1], xs);
+        ly1x = Lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], xs);
+        lz1x = Lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], xs);
+
+        coord.x += Lerp(lx0y, Lerp(lx0x, lx1x, ys), zs) * warpAmp;
+        coord.y += Lerp(ly0y, Lerp(ly0x, ly1x, ys), zs) * warpAmp;
+        coord.z += Lerp(lz0y, Lerp(lz0x, lz1x, ys), zs) * warpAmp;
+    }
+
+
+    // Domain Warp Simplex/OpenSimplex2
+    private void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, Vector2f coord, boolean outGradOnly)
+    {
+        final float SQRT3 = 1.7320508075688772935274463415059f;
+        final float G2 = (3 - SQRT3) / 6;
+
+        x *= frequency;
+        y *= frequency;
+
+        /*
+         * --- Skew moved to switch statements before fractal evaluation  ---
+         * final FNLfloat F2 = 0.5f * (SQRT3 - 1);
+         * FNLfloat s = (x + y) * F2;
+         * x += s; y += s;
+        */
+
+        int i = FastFloor(x);
+        int j = FastFloor(y);
+        float xi = (float)(x - i);
+        float yi = (float)(y - j);
+
+        float t = (xi + yi) * G2;
+        float x0 = (float)(xi - t);
+        float y0 = (float)(yi - t);
+
+        i *= PrimeX;
+        j *= PrimeY;
+
+        float vx, vy;
+        vx = vy = 0;
+
+        float a = 0.5f - x0 * x0 - y0 * y0;
+        if (a > 0)
+        {
+            float aaaa = (a * a) * (a * a);
+            float xo, yo;
+            if (outGradOnly)
+            {
+                int hash = Hash(seed, i, j) & (255 << 1);
+                xo = RandVecs2D[hash];
+                yo = RandVecs2D[hash | 1];
+            }
+            else
+            {
+                int hash = Hash(seed, i, j);
+                int index1 = hash & (127 << 1);
+                int index2 = (hash >> 7) & (255 << 1);
+                float xg = Gradients2D[index1];
+                float yg = Gradients2D[index1 | 1];
+                float value = x0 * xg + y0 * yg;
+                float xgo = RandVecs2D[index2];
+                float ygo = RandVecs2D[index2 | 1];
+                xo = value * xgo;
+                yo = value * ygo;
+            }
+            vx += aaaa * xo;
+            vy += aaaa * yo;
+        }
+
+        float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);
+        if (c > 0)
+        {
+            float x2 = x0 + (2 * (float)G2 - 1);
+            float y2 = y0 + (2 * (float)G2 - 1);
+            float cccc = (c * c) * (c * c);
+            float xo, yo;
+            if (outGradOnly)
+            {
+                int hash = Hash(seed, i + PrimeX, j + PrimeY) & (255 << 1);
+                xo = RandVecs2D[hash];
+                yo = RandVecs2D[hash | 1];
+            }
+            else
+            {
+                int hash = Hash(seed, i + PrimeX, j + PrimeY);
+                int index1 = hash & (127 << 1);
+                int index2 = (hash >> 7) & (255 << 1);
+                float xg = Gradients2D[index1];
+                float yg = Gradients2D[index1 | 1];
+                float value = x2 * xg + y2 * yg;
+                float xgo = RandVecs2D[index2];
+                float ygo = RandVecs2D[index2 | 1];
+                xo = value * xgo;
+                yo = value * ygo;
+            }
+            vx += cccc * xo;
+            vy += cccc * yo;
+        }
+
+        if (y0 > x0)
+        {
+            float x1 = x0 + (float)G2;
+            float y1 = y0 + ((float)G2 - 1);
+            float b = 0.5f - x1 * x1 - y1 * y1;
+            if (b > 0)
+            {
+                float bbbb = (b * b) * (b * b);
+                float xo, yo;
+                if (outGradOnly)
+                {
+                    int hash = Hash(seed, i, j + PrimeY) & (255 << 1);
+                    xo = RandVecs2D[hash];
+                    yo = RandVecs2D[hash | 1];
+                }
+                else
+                {
+                    int hash = Hash(seed, i, j + PrimeY);
+                    int index1 = hash & (127 << 1);
+                    int index2 = (hash >> 7) & (255 << 1);
+                    float xg = Gradients2D[index1];
+                    float yg = Gradients2D[index1 | 1];
+                    float value = x1 * xg + y1 * yg;
+                    float xgo = RandVecs2D[index2];
+                    float ygo = RandVecs2D[index2 | 1];
+                    xo = value * xgo;
+                    yo = value * ygo;
+                }
+                vx += bbbb * xo;
+                vy += bbbb * yo;
+            }
+        }
+        else
+        {
+            float x1 = x0 + ((float)G2 - 1);
+            float y1 = y0 + (float)G2;
+            float b = 0.5f - x1 * x1 - y1 * y1;
+            if (b > 0)
+            {
+                float bbbb = (b * b) * (b * b);
+                float xo, yo;
+                if (outGradOnly)
+                {
+                    int hash = Hash(seed, i + PrimeX, j) & (255 << 1);
+                    xo = RandVecs2D[hash];
+                    yo = RandVecs2D[hash | 1];
+                }
+                else
+                {
+                    int hash = Hash(seed, i + PrimeX, j);
+                    int index1 = hash & (127 << 1);
+                    int index2 = (hash >> 7) & (255 << 1);
+                    float xg = Gradients2D[index1];
+                    float yg = Gradients2D[index1 | 1];
+                    float value = x1 * xg + y1 * yg;
+                    float xgo = RandVecs2D[index2];
+                    float ygo = RandVecs2D[index2 | 1];
+                    xo = value * xgo;
+                    yo = value * ygo;
+                }
+                vx += bbbb * xo;
+                vy += bbbb * yo;
+            }
+        }
+
+        coord.x += vx * warpAmp;
+        coord.y += vy * warpAmp;
+    }
+
+    private void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, /*FNLfloat*/ float x, /*FNLfloat*/ float y, /*FNLfloat*/ float z, Vector3f coord, boolean outGradOnly)
+    {
+        x *= frequency;
+        y *= frequency;
+        z *= frequency;
+
+        /*
+         * --- Rotation moved to switch statements before fractal evaluation ---
+         * final FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
+         * FNLfloat r = (x + y + z) * R3; // Rotation, not skew
+         * x = r - x; y = r - y; z = r - z;
+        */
+
+        int i = FastRound(x);
+        int j = FastRound(y);
+        int k = FastRound(z);
+        float x0 = (float)x - i;
+        float y0 = (float)y - j;
+        float z0 = (float)z - k;
+
+        int xNSign = (int)(-x0 - 1.0f) | 1;
+        int yNSign = (int)(-y0 - 1.0f) | 1;
+        int zNSign = (int)(-z0 - 1.0f) | 1;
+
+        float ax0 = xNSign * -x0;
+        float ay0 = yNSign * -y0;
+        float az0 = zNSign * -z0;
+
+        i *= PrimeX;
+        j *= PrimeY;
+        k *= PrimeZ;
+
+        float vx, vy, vz;
+        vx = vy = vz = 0;
+
+        float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
+        for (int l = 0; ; l++)
+        {
+            if (a > 0)
+            {
+                float aaaa = (a * a) * (a * a);
+                float xo, yo, zo;
+                if (outGradOnly)
+                {
+                    int hash = Hash(seed, i, j, k) & (255 << 2);
+                    xo = RandVecs3D[hash];
+                    yo = RandVecs3D[hash | 1];
+                    zo = RandVecs3D[hash | 2];
+                }
+                else
+                {
+                    int hash = Hash(seed, i, j, k);
+                    int index1 = hash & (63 << 2);
+                    int index2 = (hash >> 6) & (255 << 2);
+                    float xg = Gradients3D[index1];
+                    float yg = Gradients3D[index1 | 1];
+                    float zg = Gradients3D[index1 | 2];
+                    float value = x0 * xg + y0 * yg + z0 * zg;
+                    float xgo = RandVecs3D[index2];
+                    float ygo = RandVecs3D[index2 | 1];
+                    float zgo = RandVecs3D[index2 | 2];
+                    xo = value * xgo;
+                    yo = value * ygo;
+                    zo = value * zgo;
+                }
+                vx += aaaa * xo;
+                vy += aaaa * yo;
+                vz += aaaa * zo;
+            }
+
+            float b = a;
+            int i1 = i;
+            int j1 = j;
+            int k1 = k;
+            float x1 = x0;
+            float y1 = y0;
+            float z1 = z0;
+
+            if (ax0 >= ay0 && ax0 >= az0)
+            {
+                x1 += xNSign;
+                b = b + ax0 + ax0;
+                i1 -= xNSign * PrimeX;
+            }
+            else if (ay0 > ax0 && ay0 >= az0)
+            {
+                y1 += yNSign;
+                b = b + ay0 + ay0;
+                j1 -= yNSign * PrimeY;
+            }
+            else
+            {
+                z1 += zNSign;
+                b = b + az0 + az0;
+                k1 -= zNSign * PrimeZ;
+            }
+
+            if (b > 1)
+            {
+                b -= 1;
+                float bbbb = (b * b) * (b * b);
+                float xo, yo, zo;
+                if (outGradOnly)
+                {
+                    int hash = Hash(seed, i1, j1, k1) & (255 << 2);
+                    xo = RandVecs3D[hash];
+                    yo = RandVecs3D[hash | 1];
+                    zo = RandVecs3D[hash | 2];
+                }
+                else
+                {
+                    int hash = Hash(seed, i1, j1, k1);
+                    int index1 = hash & (63 << 2);
+                    int index2 = (hash >> 6) & (255 << 2);
+                    float xg = Gradients3D[index1];
+                    float yg = Gradients3D[index1 | 1];
+                    float zg = Gradients3D[index1 | 2];
+                    float value = x1 * xg + y1 * yg + z1 * zg;
+                    float xgo = RandVecs3D[index2];
+                    float ygo = RandVecs3D[index2 | 1];
+                    float zgo = RandVecs3D[index2 | 2];
+                    xo = value * xgo;
+                    yo = value * ygo;
+                    zo = value * zgo;
+                }
+                vx += bbbb * xo;
+                vy += bbbb * yo;
+                vz += bbbb * zo;
+            }
+
+            if (l == 1) break;
+
+            ax0 = 0.5f - ax0;
+            ay0 = 0.5f - ay0;
+            az0 = 0.5f - az0;
+
+            x0 = xNSign * ax0;
+            y0 = yNSign * ay0;
+            z0 = zNSign * az0;
+
+            a += (0.75f - ax0) - (ay0 + az0);
+
+            i += (xNSign >> 1) & PrimeX;
+            j += (yNSign >> 1) & PrimeY;
+            k += (zNSign >> 1) & PrimeZ;
+
+            xNSign = -xNSign;
+            yNSign = -yNSign;
+            zNSign = -zNSign;
+
+            seed += 1293373;
+        }
+
+        coord.x += vx * warpAmp;
+        coord.y += vy * warpAmp;
+        coord.z += vz * warpAmp;
+    }
+
+
+
+}