﻿// MIT License
//
// Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2020 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
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// . ....';:cloddddo___________,,,,;;:clooddddoolc:,...      ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd
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// .......'',,,,,''|   ________|',,;;::cclloooooolc:;'......___:ldk|   \KK000|   |XKKK0Okxolc|   |;;::cclodxxkkkkxxdoolllcclllooodddooooo
// ''......''''....|   |  ....'',,,,;;;::cclloooollc:;,''.'|   |oxk|    \OOO0|   |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo
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// 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: 1.0.1
// https://github.com/Auburn/FastNoise

// Switch between using floats or doubles for input position
typedef float FNLfloat;
//typedef double FNLfloat;

// Noise Type
#define FNL_NOISE_OPENSIMPLEX2 0
#define FNL_NOISE_OPENSIMPLEX2S 1
#define FNL_NOISE_CELLULAR 2
#define FNL_NOISE_PERLIN 3
#define FNL_NOISE_VALUE_CUBIC 4
#define FNL_NOISE_VALUE 5
typedef int fnl_noise_type;

// Rotation types
#define FNL_ROTATION_NONE 0
#define FNL_ROTATION_IMPROVE_XY_PLANES 1
#define FNL_ROTATION_IMPROVE_XZ_PLANES 2
typedef int fnl_rotation_type_3d;

// Fractal types
#define FNL_FRACTAL_NONE 0
#define FNL_FRACTAL_FBM 1
#define FNL_FRACTAL_RIDGED 2
#define FNL_FRACTAL_PINGPONG 3
#define FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE 4
#define FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT 5
typedef int fnl_fractal_type;

#define FNL_CELLULAR_DISTANCE_EUCLIDEAN 0
#define FNL_CELLULAR_DISTANCE_EUCLIDEANSQ 1
#define FNL_CELLULAR_DISTANCE_MANHATTAN 2
#define FNL_CELLULAR_DISTANCE_HYBRID 3
typedef int fnl_cellular_distance_func;

#define FNL_CELLULAR_RETURN_TYPE_CELLVALUE 0
#define FNL_CELLULAR_RETURN_TYPE_DISTANCE 1
#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2 2
#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD 3
#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB 4
#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL 5
#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV 6
typedef int fnl_cellular_return_type;

#define FNL_DOMAIN_WARP_OPENSIMPLEX2 0
#define FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED 1
#define FNL_DOMAIN_WARP_BASICGRID 2
typedef int fnl_domain_warp_type;

/**
 * Structure containing entire noise system state.
 * @note Must only be created using fnlCreateState(optional: seed). To ensure defaults are set.
 */
struct fnl_state
{
    /**
     * Seed used for all noise types.
     * @remark Default: 1337
     */
    int seed;

    /**
     * The frequency for all noise types.
     * @remark Default: 0.01
     */
    float frequency;

    /**
     * The noise algorithm to be used by GetNoise(...).
     * @remark Default: FNL_NOISE_OPENSIMPLEX2
     */
    fnl_noise_type noise_type;

    /**
     * Sets noise rotation type for 3D.
     * @remark Default: FNL_ROTATION_NONE
     */
    fnl_rotation_type_3d rotation_type_3d;

    /**
     * The method used for combining octaves for all fractal noise types.
     * @remark Default: None
     * @remark FNL_FRACTAL_DOMAIN_WARP_... only effects fnlDomainWarp...
     */
    fnl_fractal_type fractal_type;

    /**
     * The octave count for all fractal noise types.
     * @remark Default: 3
     */
    int octaves;

    /**
     * The octave lacunarity for all fractal noise types.
     * @remark Default: 2.0
     */
    float lacunarity;

    /**
     * The octave gain for all fractal noise types.
     * @remark Default: 0.5
     */
    float gain;

    /**
     * The octave weighting for all none Domaain Warp fractal types.
     * @remark Default: 0.0
     * @remark
     */
    float weighted_strength;

    /**
     * The strength of the fractal ping pong effect.
     * @remark Default: 2.0
     */
    float ping_pong_strength;

    /**
     * The distance function used in cellular noise calculations.
     * @remark Default: FNL_CELLULAR_FUNC_DISTANCE
     */
    fnl_cellular_distance_func cellular_distance_func;

    /**
     * The cellular return type from cellular noise calculations.
     * @remark Default: FNL_CELLULAR_RETURN_TYPE_EUCLIEANSQ
     */
    fnl_cellular_return_type cellular_return_type;

    /**
     * The maximum distance a cellular point can move from it's grid position.
     * @remark Default: 1.0
     * @note Setting this higher than 1 will cause artifacts.
     */
    float cellular_jitter_mod;

    /**
     * The warp algorithm when using fnlDomainWarp...
     * @remark Default: OpenSimplex2
     */
    fnl_domain_warp_type domain_warp_type;

    /**
     * The maximum warp distance from original position when using fnlDomainWarp...
     * @remark Default: 1.0
     */
    float domain_warp_amp;
};

/**
 * Creates a noise state with default values.
 * @param seed Optionally set the state seed.
 */
fnl_state fnlCreateState(int seed = 1337);

/**
 * 2D noise at given position using the state settings
 * @returns Noise output bounded between -1 and 1.
 */
float fnlGetNoise2D(fnl_state state, FNLfloat x, FNLfloat y);

/**
 * 3D noise at given position using the state settings
 * @returns Noise output bounded between -1 and 1.
 */
float fnlGetNoise3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z);

/**
 * 2D warps the input position using current domain warp settings.
 *
 * Example usage with fnlGetNoise2D:
 * ```
 * fnlDomainWarp2D(state, x, y);
 * noise = fnlGetNoise2D(state, x, y);
 * ```
 */
void fnlDomainWarp2D(fnl_state state, inout FNLfloat x, inout FNLfloat y);

/**
 * 3D warps the input position using current domain warp settings.
 *
 * Example usage with fnlGetNoise3D:
 * ```
 * fnlDomainWarp3D(state, x, y, z);
 * noise = fnlGetNoise3D(state, x, y, z);
 * ```
 */
void fnlDomainWarp3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z);

// From here on, this is private implementation

// Constants

static const float GRADIENTS_2D[] =
{
    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,
};

static const float RAND_VECS_2D[] =
{
    -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,
};

static const float GRADIENTS_3D[] =
{
    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
};

static const float RAND_VECS_3D[] =
{
    -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,
    -0.04011016052f, -0.4397248749f, 0.8972364289f, 0, 0.9145119872f, 0.3579346169f, -0.1885487608f, 0, -0.9612039066f, -0.2756484276f, 0.01024666929f, 0, 0.6510361721f, -0.2877799159f, -0.7023778346f, 0, -0.2041786351f, 0.7365237271f, 0.644859585f, 0, -0.7718263711f, 0.3790626912f, 0.5104855816f, 0, -0.3060082741f, -0.7692987727f, 0.5608371729f, 0, 0.454007341f, -0.5024843065f, 0.7357899537f, 0,
    0.4816795475f, 0.6021208291f, -0.6367380315f, 0, 0.6961980369f, -0.3222197429f, 0.641469197f, 0, -0.6532160499f, -0.6781148932f, 0.3368515753f, 0, 0.5089301236f, -0.6154662304f, -0.6018234363f, 0, -0.1635919754f, -0.9133604627f, -0.372840892f, 0, 0.52408019f, -0.8437664109f, 0.1157505864f, 0, 0.5902587356f, 0.4983817807f, -0.6349883666f, 0, 0.5863227872f, 0.494764745f, 0.6414307729f, 0,
    0.6779335087f, 0.2341345225f, 0.6968408593f, 0, 0.7177054546f, -0.6858979348f, 0.120178631f, 0, -0.5328819713f, -0.5205125012f, 0.6671608058f, 0, -0.8654874251f, -0.0700727088f, -0.4960053754f, 0, -0.2861810166f, 0.7952089234f, 0.5345495242f, 0, -0.04849529634f, 0.9810836427f, -0.1874115585f, 0, -0.6358521667f, 0.6058348682f, 0.4781800233f, 0, 0.6254794696f, -0.2861619734f, 0.7258696564f, 0,
    -0.2585259868f, 0.5061949264f, -0.8227581726f, 0, 0.02136306781f, 0.5064016808f, -0.8620330371f, 0, 0.200111773f, 0.8599263484f, 0.4695550591f, 0, 0.4743561372f, 0.6014985084f, -0.6427953014f, 0, 0.6622993731f, -0.5202474575f, -0.5391679918f, 0, 0.08084972818f, -0.6532720452f, 0.7527940996f, 0, -0.6893687501f, 0.0592860349f, 0.7219805347f, 0, -0.1121887082f, -0.9673185067f, 0.2273952515f, 0,
    0.7344116094f, 0.5979668656f, -0.3210532909f, 0, 0.5789393465f, -0.2488849713f, 0.7764570201f, 0, 0.6988182827f, 0.3557169806f, -0.6205791146f, 0, -0.8636845529f, -0.2748771249f, -0.4224826141f, 0, -0.4247027957f, -0.4640880967f, 0.777335046f, 0, 0.5257722489f, -0.8427017621f, 0.1158329937f, 0, 0.9343830603f, 0.316302472f, -0.1639543925f, 0, -0.1016836419f, -0.8057303073f, -0.5834887393f, 0,
    -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,
    -0.5764971849f, -0.07231656274f, -0.8138926898f, 0, 0.7250628871f, 0.3949971505f, -0.5641463116f, 0, -0.1525424005f, 0.4860840828f, -0.8604958341f, 0, -0.5550976208f, -0.4957820792f, 0.667882296f, 0, -0.1883614327f, 0.9145869398f, 0.357841725f, 0, 0.7625556724f, -0.5414408243f, -0.3540489801f, 0, -0.5870231946f, -0.3226498013f, -0.7424963803f, 0, 0.3051124198f, 0.2262544068f, -0.9250488391f, 0,
    0.6379576059f, 0.577242424f, -0.5097070502f, 0, -0.5966775796f, 0.1454852398f, -0.7891830656f, 0, -0.658330573f, 0.6555487542f, -0.3699414651f, 0, 0.7434892426f, 0.2351084581f, 0.6260573129f, 0, 0.5562114096f, 0.8264360377f, -0.0873632843f, 0, -0.3028940016f, -0.8251527185f, 0.4768419182f, 0, 0.1129343818f, -0.985888439f, -0.1235710781f, 0, 0.5937652891f, -0.5896813806f, 0.5474656618f, 0,
    0.6757964092f, -0.5835758614f, -0.4502648413f, 0, 0.7242302609f, -0.1152719764f, 0.6798550586f, 0, -0.9511914166f, 0.0753623979f, -0.2992580792f, 0, 0.2539470961f, -0.1886339355f, 0.9486454084f, 0, 0.571433621f, -0.1679450851f, -0.8032795685f, 0, -0.06778234979f, 0.3978269256f, 0.9149531629f, 0, 0.6074972649f, 0.733060024f, -0.3058922593f, 0, -0.5435478392f, 0.1675822484f, 0.8224791405f, 0,
    -0.5876678086f, -0.3380045064f, -0.7351186982f, 0, -0.7967562402f, 0.04097822706f, -0.6029098428f, 0, -0.1996350917f, 0.8706294745f, 0.4496111079f, 0, -0.02787660336f, -0.9106232682f, -0.4122962022f, 0, -0.7797625996f, -0.6257634692f, 0.01975775581f, 0, -0.5211232846f, 0.7401644346f, -0.4249554471f, 0, 0.8575424857f, 0.4053272873f, -0.3167501783f, 0, 0.1045223322f, 0.8390195772f, -0.5339674439f, 0,
    0.3501822831f, 0.9242524096f, -0.1520850155f, 0, 0.1987849858f, 0.07647613266f, 0.9770547224f, 0, 0.7845996363f, 0.6066256811f, -0.1280964233f, 0, 0.09006737436f, -0.9750989929f, -0.2026569073f, 0, -0.8274343547f, -0.542299559f, 0.1458203587f, 0, -0.3485797732f, -0.415802277f, 0.840000362f, 0, -0.2471778936f, -0.7304819962f, -0.6366310879f, 0, -0.3700154943f, 0.8577948156f, 0.3567584454f, 0,
    0.5913394901f, -0.548311967f, -0.5913303597f, 0, 0.1204873514f, -0.7626472379f, -0.6354935001f, 0, 0.616959265f, 0.03079647928f, 0.7863922953f, 0, 0.1258156836f, -0.6640829889f, -0.7369967419f, 0, -0.6477565124f, -0.1740147258f, -0.7417077429f, 0, 0.6217889313f, -0.7804430448f, -0.06547655076f, 0, 0.6589943422f, -0.6096987708f, 0.4404473475f, 0, -0.2689837504f, -0.6732403169f, -0.6887635427f, 0,
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    0.6984635305f, -0.02980516237f, -0.715024719f, 0, 0.8318082963f, -0.3930171956f, 0.3919597455f, 0, 0.1469576422f, 0.05541651717f, -0.9875892167f, 0, 0.708868575f, -0.2690503865f, 0.6520101478f, 0, 0.2726053183f, 0.67369766f, -0.68688995f, 0, -0.6591295371f, 0.3035458599f, -0.6880466294f, 0, 0.4815131379f, -0.7528270071f, 0.4487723203f, 0, 0.9430009463f, 0.1675647412f, -0.2875261255f, 0,
    0.434802957f, 0.7695304522f, -0.4677277752f, 0, 0.3931996188f, 0.594473625f, 0.7014236729f, 0, 0.7254336655f, -0.603925654f, 0.3301814672f, 0, 0.7590235227f, -0.6506083235f, 0.02433313207f, 0, -0.8552768592f, -0.3430042733f, 0.3883935666f, 0, -0.6139746835f, 0.6981725247f, 0.3682257648f, 0, -0.7465905486f, -0.5752009504f, 0.3342849376f, 0, 0.5730065677f, 0.810555537f, -0.1210916791f, 0,
    -0.9225877367f, -0.3475211012f, -0.167514036f, 0, -0.7105816789f, -0.4719692027f, -0.5218416899f, 0, -0.08564609717f, 0.3583001386f, 0.929669703f, 0, -0.8279697606f, -0.2043157126f, 0.5222271202f, 0, 0.427944023f, 0.278165994f, 0.8599346446f, 0, 0.5399079671f, -0.7857120652f, -0.3019204161f, 0, 0.5678404253f, -0.5495413974f, -0.6128307303f, 0, -0.9896071041f, 0.1365639107f, -0.04503418428f, 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,
    0.6458897819f, -0.5724548511f, -0.5050958653f, 0, -0.6553931414f, 0.7381471625f, 0.159995615f, 0, 0.3910961323f, 0.9188871375f, -0.05186755998f, 0, -0.4879022471f, -0.5904376907f, 0.6429111375f, 0, 0.6014790094f, 0.7707441366f, -0.2101820095f, 0, -0.5677173047f, 0.7511360995f, 0.3368851762f, 0, 0.7858573506f, 0.226674665f, 0.5753666838f, 0, -0.4520345543f, -0.604222686f, -0.6561857263f, 0,
    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,
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};

// Utilities

static inline float _fnlFastMin(float x, float y) { return x < y ? x : y; }

static inline float _fnlFastMax(float x, float y) { return x > y ? x : y; }

static inline float _fnlFastAbs(float f) { return f < 0 ? -f : f; }

static inline float _fnlFastSqrt(float a) { return sqrt(a); }

static inline int _fnlFastFloor(FNLfloat f) { return (f >= 0 ? (int)f : (int)f - 1); }

static inline int _fnlFastRound(FNLfloat f) { return (f >= 0) ? (int)(f + 0.5f) : (int)(f - 0.5f); }

static inline float _fnlLerp(float a, float b, float t) { return a + t * (b - a); }

static inline float _fnlInterpHermite(float t) { return t * t * (3 - 2 * t); }

static inline float _fnlInterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }

static inline float _fnlCubicLerp(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;
}

static inline float _fnlPingPong(float t)
{
    t -= (int)(t * 0.5f) * 2;
    return t < 1 ? t : 2 - t;
}

static float _fnlCalculateFractalBounding(fnl_state state)
{
    float gain = _fnlFastAbs(state.gain);
    float amp = gain;
    float ampFractal = 1.0f;
    for (int i = 1; i < state.octaves; i++)
    {
        ampFractal += amp;
        amp *= gain;
    }
    return 1.0f / ampFractal;
}

// Hashing

static const int PRIME_X = 501125321;
static const int PRIME_Y = 1136930381;
static const int PRIME_Z = 1720413743;

static inline int _fnlHash2D(int seed, int xPrimed, int yPrimed)
{
    int hash = seed ^ xPrimed ^ yPrimed;

    hash *= 0x27d4eb2d;
    return hash;
}

static inline int _fnlHash3D(int seed, int xPrimed, int yPrimed, int zPrimed)
{
    int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;

    hash *= 0x27d4eb2d;
    return hash;
}

static inline float _fnlValCoord2D(int seed, int xPrimed, int yPrimed)
{
    int hash = _fnlHash2D(seed, xPrimed, yPrimed);
    hash *= hash;
    hash ^= hash << 19;
    return hash * (1 / 2147483648.0f);
}

static inline float _fnlValCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed)
{
    int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
    hash *= hash;
    hash ^= hash << 19;
    return hash * (1 / 2147483648.0f);
}

static inline float _fnlGradCoord2D(int seed, int xPrimed, int yPrimed, float xd, float yd)
{
    int hash = _fnlHash2D(seed, xPrimed, yPrimed);
    hash ^= hash >> 15;
    hash &= 127 << 1;
    return xd * GRADIENTS_2D[hash] + yd * GRADIENTS_2D[hash | 1];
}

static inline float _fnlGradCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
{
    int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
    hash ^= hash >> 15;
    hash &= 63 << 2;
    return xd * GRADIENTS_3D[hash] + yd * GRADIENTS_3D[hash | 1] + zd * GRADIENTS_3D[hash | 2];
}

static inline void _fnlGradCoordOut2D(int seed, int xPrimed, int yPrimed, out float xo, out float yo)
{
    int hash = _fnlHash2D(seed, xPrimed, yPrimed) & (255 << 1);

    xo = RAND_VECS_2D[hash];
    yo = RAND_VECS_2D[hash | 1];
}

static inline void _fnlGradCoordOut3D(int seed, int xPrimed, int yPrimed, int zPrimed, out float xo, out float yo, out float zo)
{
    int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);

    xo = RAND_VECS_3D[hash];
    yo = RAND_VECS_3D[hash | 1];
    zo = RAND_VECS_3D[hash | 2];
}

static inline void _fnlGradCoordDual2D(int seed, int xPrimed, int yPrimed, float xd, float yd, out float xo, out float yo)
{
    int hash = _fnlHash2D(seed, xPrimed, yPrimed);
    int index1 = hash & (127 << 1);
    int index2 = (hash >> 7) & (255 << 1);

    float xg = GRADIENTS_2D[index1];
    float yg = GRADIENTS_2D[index1 | 1];
    float value = xd * xg + yd * yg;

    float xgo = RAND_VECS_2D[index2];
    float ygo = RAND_VECS_2D[index2 | 1];

    xo = value * xgo;
    yo = value * ygo;
}

static inline void _fnlGradCoordDual3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, out float xo, out float yo, out float zo)
{
    int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
    int index1 = hash & (63 << 2);
    int index2 = (hash >> 6) & (255 << 2);

    float xg = GRADIENTS_3D[index1];
    float yg = GRADIENTS_3D[index1 | 1];
    float zg = GRADIENTS_3D[index1 | 2];
    float value = xd * xg + yd * yg + zd * zg;

    float xgo = RAND_VECS_3D[index2];
    float ygo = RAND_VECS_3D[index2 | 1];
    float zgo = RAND_VECS_3D[index2 | 2];

    xo = value * xgo;
    yo = value * ygo;
    zo = value * zgo;
}

// Generic Noise Gen

static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleCellular2D(fnl_state state, int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleCellular3D(fnl_state state, int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);

static float _fnlGenNoiseSingle2D(fnl_state state, int seed, FNLfloat x, FNLfloat y)
{
    switch (state.noise_type)
    {
    case FNL_NOISE_OPENSIMPLEX2:
        return _fnlSingleSimplex2D(seed, x, y);
    case FNL_NOISE_OPENSIMPLEX2S:
        return _fnlSingleOpenSimplex2S2D(seed, x, y);
    case FNL_NOISE_CELLULAR:
        return _fnlSingleCellular2D(state, seed, x, y);
    case FNL_NOISE_PERLIN:
        return _fnlSinglePerlin2D(seed, x, y);
    case FNL_NOISE_VALUE_CUBIC:
        return _fnlSingleValueCubic2D(seed, x, y);
    case FNL_NOISE_VALUE:
        return _fnlSingleValue2D(seed, x, y);
    default:
        return 0;
    }
}

static float _fnlGenNoiseSingle3D(fnl_state state, int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    switch (state.noise_type)
    {
    case FNL_NOISE_OPENSIMPLEX2:
        return _fnlSingleOpenSimplex23D(seed, x, y, z);
    case FNL_NOISE_OPENSIMPLEX2S:
        return _fnlSingleOpenSimplex2S3D(seed, x, y, z);
    case FNL_NOISE_CELLULAR:
        return _fnlSingleCellular3D(state, seed, x, y, z);
    case FNL_NOISE_PERLIN:
        return _fnlSinglePerlin3D(seed, x, y, z);
    case FNL_NOISE_VALUE_CUBIC:
        return _fnlSingleValueCubic3D(seed, x, y, z);
    case FNL_NOISE_VALUE:
        return _fnlSingleValue3D(seed, x, y, z);
    default:
        return 0;
    }
}

// Noise Coordinate Transforms (frequency, and possible skew or rotation)

static void _fnlTransformNoiseCoordinate2D(fnl_state state, inout FNLfloat x, inout FNLfloat y)
{
    x *= state.frequency;
    y *= state.frequency;

    switch (state.noise_type)
    {
    case FNL_NOISE_OPENSIMPLEX2:
    case FNL_NOISE_OPENSIMPLEX2S:
    {
        const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
        const FNLfloat F2 = 0.5f * (SQRT3 - 1);
        FNLfloat t = (x + y) * F2;
        x += t;
        y += t;
    }
    break;
    default:
        break;
    }
}

static void _fnlTransformNoiseCoordinate3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z)
{
    x *= state.frequency;
    y *= state.frequency;
    z *= state.frequency;

    switch (state.rotation_type_3d)
    {
    case FNL_ROTATION_IMPROVE_XY_PLANES:
    {
        FNLfloat xy = x + y;
        FNLfloat s2 = xy * -(FNLfloat)0.211324865405187;
        z *= (FNLfloat)0.577350269189626;
        x += s2 - z;
        y = y + s2 - z;
        z += xy * (FNLfloat)0.577350269189626;
    }
    break;
    case FNL_ROTATION_IMPROVE_XZ_PLANES:
    {
        FNLfloat xz = x + z;
        FNLfloat s2 = xz * -(FNLfloat)0.211324865405187;
        y *= (FNLfloat)0.577350269189626;
        x += s2 - y;
        z += s2 - y;
        y += xz * (FNLfloat)0.577350269189626;
    }
    break;
    default:
        switch (state.noise_type)
        {
        case FNL_NOISE_OPENSIMPLEX2:
        case FNL_NOISE_OPENSIMPLEX2S:
        {
            const 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;
        }
        break;
        default:
            break;
        }
        break;
    }
}

// Domain Warp Coordinate Transforms

static void _fnlTransformDomainWarpCoordinate2D(fnl_state state, inout FNLfloat x, inout FNLfloat y)
{
    switch (state.domain_warp_type)
    {
    case FNL_DOMAIN_WARP_OPENSIMPLEX2:
    case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
    {
        const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
        const FNLfloat F2 = 0.5f * (SQRT3 - 1);
        FNLfloat t = (x + y) * F2;
        x += t;
        y += t;
    }
    break;
    default:
        break;
    }
}

static void _fnlTransformDomainWarpCoordinate3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z)
{
    switch (state.rotation_type_3d)
    {
    case FNL_ROTATION_IMPROVE_XY_PLANES:
    {
        FNLfloat xy = x + y;
        FNLfloat s2 = xy * -(FNLfloat)0.211324865405187;
        z *= (FNLfloat)0.577350269189626;
        x += s2 - z;
        y = y + s2 - z;
        z += xy * (FNLfloat)0.577350269189626;
    }
    break;
    case FNL_ROTATION_IMPROVE_XZ_PLANES:
    {
        FNLfloat xz = x + z;
        FNLfloat s2 = xz * -(FNLfloat)0.211324865405187;
        y *= (FNLfloat)0.577350269189626;
        x += s2 - y;
        z += s2 - y;
        y += xz * (FNLfloat)0.577350269189626;
    }
    break;
    default:
        switch (state.domain_warp_type)
        {
        case FNL_DOMAIN_WARP_OPENSIMPLEX2:
        case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
        {
            const 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;
        }
        break;
        default:
            break;
        }
        break;
    }
}

// Fractal FBm

static float _fnlGenFractalFBM2D(fnl_state state, FNLfloat x, FNLfloat y)
{
    int seed = state.seed;
    float sum = 0;
    float amp = _fnlCalculateFractalBounding(state);

    for (int i = 0; i < state.octaves; i++)
    {
        float noise = _fnlGenNoiseSingle2D(state, seed++, x, y);
        sum += noise * amp;
        amp *= _fnlLerp(1.0f, _fnlFastMin(noise + 1, 2) * 0.5f, state.weighted_strength);

        x *= state.lacunarity;
        y *= state.lacunarity;
        amp *= state.gain;
    }

    return sum;
}

static float _fnlGenFractalFBM3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int seed = state.seed;
    float sum = 0;
    float amp = _fnlCalculateFractalBounding(state);

    for (int i = 0; i < state.octaves; i++)
    {
        float noise = _fnlGenNoiseSingle3D(state, seed++, x, y, z);
        sum += noise * amp;
        amp *= _fnlLerp(1.0f, (noise + 1) * 0.5f, state.weighted_strength);

        x *= state.lacunarity;
        y *= state.lacunarity;
        z *= state.lacunarity;
        amp *= state.gain;
    }

    return sum;
}

// Fractal Ridged

static float _fnlGenFractalRidged2D(fnl_state state, FNLfloat x, FNLfloat y)
{
    int seed = state.seed;
    float sum = 0;
    float amp = _fnlCalculateFractalBounding(state);

    for (int i = 0; i < state.octaves; i++)
    {
        float noise = _fnlFastAbs(_fnlGenNoiseSingle2D(state, seed++, x, y));
        sum += (noise * -2 + 1) * amp;
        amp *= _fnlLerp(1.0f, 1 - noise, state.weighted_strength);

        x *= state.lacunarity;
        y *= state.lacunarity;
        amp *= state.gain;
    }

    return sum;
}

static float _fnlGenFractalRidged3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int seed = state.seed;
    float sum = 0;
    float amp = _fnlCalculateFractalBounding(state);

    for (int i = 0; i < state.octaves; i++)
    {
        float noise = _fnlFastAbs(_fnlGenNoiseSingle3D(state, seed++, x, y, z));
        sum += (noise * -2 + 1) * amp;
        amp *= _fnlLerp(1.0f, 1 - noise, state.weighted_strength);

        x *= state.lacunarity;
        y *= state.lacunarity;
        z *= state.lacunarity;
        amp *= state.gain;
    }

    return sum;
}

// Fractal PingPong

static float _fnlGenFractalPingPong2D(fnl_state state, FNLfloat x, FNLfloat y)
{
    int seed = state.seed;
    float sum = 0;
    float amp = _fnlCalculateFractalBounding(state);

    for (int i = 0; i < state.octaves; i++)
    {
        float noise = _fnlPingPong((_fnlGenNoiseSingle2D(state, seed++, x, y) + 1) * state.ping_pong_strength);
        sum += (noise - 0.5f) * 2 * amp;
        amp *= _fnlLerp(1.0f, noise, state.weighted_strength);

        x *= state.lacunarity;
        y *= state.lacunarity;
        amp *= state.gain;
    }

    return sum;
}

static float _fnlGenFractalPingPong3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int seed = state.seed;
    float sum = 0;
    float amp = _fnlCalculateFractalBounding(state);

    for (int i = 0; i < state.octaves; i++)
    {
        float noise = _fnlPingPong((_fnlGenNoiseSingle3D(state, seed++, x, y, z) + 1) * state.ping_pong_strength);
        sum += (noise - 0.5f) * 2 * amp;
        amp *= _fnlLerp(1.0f, noise, state.weighted_strength);

        x *= state.lacunarity;
        y *= state.lacunarity;
        z *= state.lacunarity;
        amp *= state.gain;
    }

    return sum;
}

// Simplex/OpenSimplex2 Noise

static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y)
{
    // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.

    const float SQRT3 = 1.7320508075688772935274463415059f;
    const float G2 = (3 - SQRT3) / 6;

    /*
     * --- Skew moved to TransformNoiseCoordinate method ---
     * const FNLfloat F2 = 0.5f * (SQRT3 - 1);
     * FNLfloat s = (x + y) * F2;
     * x += s; y += s;
     */

    int i = _fnlFastFloor(x);
    int j = _fnlFastFloor(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 *= PRIME_X;
    j *= PRIME_Y;

    float n0, n1, n2;

    float a = 0.5f - x0 * x0 - y0 * y0;
    if (a <= 0)
        n0 = 0;
    else
    {
        n0 = (a * a) * (a * a) * _fnlGradCoord2D(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) * _fnlGradCoord2D(seed, i + PRIME_X, j + PRIME_Y, 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) * _fnlGradCoord2D(seed, i, j + PRIME_Y, 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) * _fnlGradCoord2D(seed, i + PRIME_X, j, x1, y1);
        }
    }

    return (n0 + n1 + n2) * 99.83685446303647f;
}

static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    // 3D OpenSimplex2 case uses two offset rotated cube grids.

    /*
     * --- Rotation moved to TransformNoiseCoordinate method ---
     * const 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 = _fnlFastRound(x);
    int j = _fnlFastRound(y);
    int k = _fnlFastRound(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 *= PRIME_X;
    j *= PRIME_Y;
    k *= PRIME_Z;

    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) * _fnlGradCoord3D(seed, i, j, k, x0, y0, z0);
        }

        float b = a + 1;
        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 -= xNSign * 2 * x1;
            i1 -= xNSign * PRIME_X;
        }
        else if (ay0 > ax0 && ay0 >= az0)
        {
            y1 += yNSign;
            b -= yNSign * 2 * y1;
            j1 -= yNSign * PRIME_Y;
        }
        else
        {
            z1 += zNSign;
            b -= zNSign * 2 * z1;
            k1 -= zNSign * PRIME_Z;
        }

        if (b > 0)
        {
            value += (b * b) * (b * b) * _fnlGradCoord3D(seed, i1, j1, k1, x1, y1, z1);
        }

        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) & PRIME_X;
        j += (yNSign >> 1) & PRIME_Y;
        k += (zNSign >> 1) & PRIME_Z;

        xNSign = -xNSign;
        yNSign = -yNSign;
        zNSign = -zNSign;

        seed = ~seed;
    }

    return value * 32.69428253173828125f;
}

// OpenSimplex2S Noise

static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y)
{
    // 2D OpenSimplex2S case is a modified 2D simplex noise.

    const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
    const FNLfloat G2 = (3 - SQRT3) / 6;

    /*
     * --- Skew moved to TransformNoiseCoordinate method ---
     * const FNLfloat F2 = 0.5f * (SQRT3 - 1);
     * FNLfloat s = (x + y) * F2;
     * x += s; y += s;
    */

    int i = _fnlFastFloor(x);
    int j = _fnlFastFloor(y);
    float xi = (float)(x - i);
    float yi = (float)(y - j);

    i *= PRIME_X;
    j *= PRIME_Y;
    int i1 = i + PRIME_X;
    int j1 = j + PRIME_Y;

    float t = (xi + yi) * (float)G2;
    float x0 = xi - t;
    float y0 = yi - t;

    int aMask = (int)((xi + yi + 1) * -0.5f);
    int bMask = (int)((xi - (aMask + 2)) * 0.5f - yi);
    int cMask = (int)((yi - (aMask + 2)) * 0.5f - xi);

    float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0;
    float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(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) * _fnlGradCoord2D(seed, i1, j1, x1, y1);

    int di2 = ~(aMask | cMask) | 1;
    int ndj2 = (aMask & bMask) << 1;
    float t2 = (di2 - ndj2) * (float)G2;
    float x2 = x0 - di2 + t2;
    float y2 = y0 + ndj2 + t2;
    float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
    if (a2 > 0)
    {
        value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i1 + (di2 & (-PRIME_X << 1)), j + (ndj2 & (PRIME_Y << 1)), x2, y2);
    }

    int ndi3 = (aMask & cMask) << 1;
    int dj3 = ~(aMask | bMask) | 1;
    float t3 = (dj3 - ndi3) * (float)G2;
    float x3 = x0 + ndi3 + t3;
    float y3 = y0 - dj3 + t3;
    float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
    if (a3 > 0)
    {
        value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + (ndi3 & (PRIME_X << 1)), j1 + (dj3 & (-PRIME_Y << 1)), x3, y3);
    }

    return value * 18.24196194486065f;
}

static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    // 3D OpenSimplex2S case uses two offset rotated cube grids.

    /*
     * --- Rotation moved to TransformNoiseCoordinate method ---
     * const 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 = _fnlFastFloor(x);
    int j = _fnlFastFloor(y);
    int k = _fnlFastFloor(z);
    float xi = (float)(x - i);
    float yi = (float)(y - j);
    float zi = (float)(z - k);

    i *= PRIME_X;
    j *= PRIME_Y;
    k *= PRIME_Z;
    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) * _fnlGradCoord3D(seed,
        i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed2,
        i + PRIME_X, j + PRIME_Y, k + PRIME_Z, 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;

    bool 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) * _fnlGradCoord3D(seed,
            i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed,
                i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed2,
                i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + PRIME_Z, x4, y4, z4);
            skip5 = true;
        }
    }

    bool 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) * _fnlGradCoord3D(seed,
            i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed,
                i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed2,
                i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, x8, y8, z8);
            skip9 = true;
        }
    }

    bool 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) * _fnlGradCoord3D(seed,
            i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed,
                i + (~xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), 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) * _fnlGradCoord3D(seed2,
                i + PRIME_X, j + PRIME_Y, k + (zNMask & (PRIME_Z << 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) * _fnlGradCoord3D(seed2,
                i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + (zNMask & (PRIME_Z << 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) * _fnlGradCoord3D(seed2,
                i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + (zNMask & (PRIME_Z << 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) * _fnlGradCoord3D(seed2,
                i + (xNMask & (PRIME_X << 1)), j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, xD, yD, zD);
        }
    }

    return value * 9.046026385208288f;
}

// Cellular Noise

static float _fnlSingleCellular2D(fnl_state state, int seed, FNLfloat x, FNLfloat y)
{
    int xr = _fnlFastRound(x);
    int yr = _fnlFastRound(y);

    float distance0 = 1e10f;
    float distance1 = 1e10f;
    int closestHash = 0;

    float cellularJitter = 0.5f * state.cellular_jitter_mod;

    int xPrimed = (xr - 1) * PRIME_X;
    int yPrimedBase = (yr - 1) * PRIME_Y;

    switch (state.cellular_distance_func)
    {
    default:
    case FNL_CELLULAR_DISTANCE_EUCLIDEAN:
    case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ:
    {
        for (int xi = xr - 1; xi <= xr + 1; xi++)
        {
            int yPrimed = yPrimedBase;

            for (int yi = yr - 1; yi <= yr + 1; yi++)
            {
                int hash = _fnlHash2D(seed, xPrimed, yPrimed);
                int idx = hash & (255 << 1);

                float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
                float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;

                float newDistance = vecX * vecX + vecY * vecY;

                distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
                if (newDistance < distance0)
                {
                    distance0 = newDistance;
                    closestHash = hash;
                }
                yPrimed += PRIME_Y;
            }
            xPrimed += PRIME_X;
        }
        break;
    }
    case FNL_CELLULAR_DISTANCE_MANHATTAN:
    {
        for (int xi = xr - 1; xi <= xr + 1; xi++)
        {
            int yPrimed = yPrimedBase;

            for (int yi = yr - 1; yi <= yr + 1; yi++)
            {
                int hash = _fnlHash2D(seed, xPrimed, yPrimed);
                int idx = hash & (255 << 1);

                float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
                float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;

                float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY);

                distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
                if (newDistance < distance0)
                {
                    distance0 = newDistance;
                    closestHash = hash;
                }
                yPrimed += PRIME_Y;
            }
            xPrimed += PRIME_X;
        }
        break;
    }
    case FNL_CELLULAR_DISTANCE_HYBRID:
    {
        for (int xi = xr - 1; xi <= xr + 1; xi++)
        {
            int yPrimed = yPrimedBase;
            for (int yi = yr - 1; yi <= yr + 1; yi++)
            {
                int hash = _fnlHash2D(seed, xPrimed, yPrimed);
                int idx = hash & (255 << 1);

                float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
                float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;

                float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY)) + (vecX * vecX + vecY * vecY);

                distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
                if (newDistance < distance0)
                {
                    distance0 = newDistance;
                    closestHash = hash;
                }
                yPrimed += PRIME_Y;
            }
            xPrimed += PRIME_X;
        }
        break;
    }
    }

    if (state.cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE)
    {
        distance0 = _fnlFastSqrt(distance0);
        if (state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE2)
            distance1 = _fnlFastSqrt(distance1);
    }

    switch (state.cellular_return_type)
    {
    case FNL_CELLULAR_RETURN_TYPE_CELLVALUE:
        return closestHash * (1 / 2147483648.0f);
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE:
        return distance0 - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2:
        return distance1 - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD:
        return (distance1 + distance0) * 0.5f - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB:
        return distance1 - distance0 - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL:
        return distance1 * distance0 * 0.5f - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV:
        return distance0 / distance1 - 1;
    default:
        return 0;
    }
}

static float _fnlSingleCellular3D(fnl_state state, int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int xr = _fnlFastRound(x);
    int yr = _fnlFastRound(y);
    int zr = _fnlFastRound(z);

    float distance0 = 1e10f;
    float distance1 = 1e10f;
    int closestHash = 0;

    float cellularJitter = 0.39614353f * state.cellular_jitter_mod;

    int xPrimed = (xr - 1) * PRIME_X;
    int yPrimedBase = (yr - 1) * PRIME_Y;
    int zPrimedBase = (zr - 1) * PRIME_Z;

    switch (state.cellular_distance_func)
    {
    default:
    case FNL_CELLULAR_DISTANCE_EUCLIDEAN:
    case FNL_CELLULAR_DISTANCE_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 = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
                    int idx = hash & (255 << 2);

                    float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
                    float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
                    float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;

                    float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ;

                    distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
                    if (newDistance < distance0)
                    {
                        distance0 = newDistance;
                        closestHash = hash;
                    }
                    zPrimed += PRIME_Z;
                }
                yPrimed += PRIME_Y;
            }
            xPrimed += PRIME_X;
        }
        break;
    }
    case FNL_CELLULAR_DISTANCE_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 = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
                    int idx = hash & (255 << 2);

                    float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
                    float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
                    float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;

                    float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ);

                    distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
                    if (newDistance < distance0)
                    {
                        distance0 = newDistance;
                        closestHash = hash;
                    }
                    zPrimed += PRIME_Z;
                }
                yPrimed += PRIME_Y;
            }
            xPrimed += PRIME_X;
        }
        break;
    }
    case FNL_CELLULAR_DISTANCE_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 = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
                    int idx = hash & (255 << 2);

                    float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
                    float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
                    float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;

                    float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ);

                    distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
                    if (newDistance < distance0)
                    {
                        distance0 = newDistance;
                        closestHash = hash;
                    }
                    zPrimed += PRIME_Z;
                }
                yPrimed += PRIME_Y;
            }
            xPrimed += PRIME_X;
        }
        break;
    }
    }

    if (state.cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE)
    {
        distance0 = _fnlFastSqrt(distance0);
        if (state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE2)
            distance1 = _fnlFastSqrt(distance1);
    }

    switch (state.cellular_return_type)
    {
    case FNL_CELLULAR_RETURN_TYPE_CELLVALUE:
        return closestHash * (1 / 2147483648.0f);
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE:
        return distance0 - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2:
        return distance1 - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD:
        return (distance1 + distance0) * 0.5f - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB:
        return distance1 - distance0 - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL:
        return distance1 * distance0 * 0.5f - 1;
    case FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV:
        return distance0 / distance1 - 1;
    default:
        return 0;
    }
}

// Perlin Noise

static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y)
{
    int x0 = _fnlFastFloor(x);
    int y0 = _fnlFastFloor(y);

    float xd0 = (float)(x - x0);
    float yd0 = (float)(y - y0);
    float xd1 = xd0 - 1;
    float yd1 = yd0 - 1;

    float xs = _fnlInterpQuintic(xd0);
    float ys = _fnlInterpQuintic(yd0);

    x0 *= PRIME_X;
    y0 *= PRIME_Y;
    int x1 = x0 + PRIME_X;
    int y1 = y0 + PRIME_Y;

    float xf0 = _fnlLerp(_fnlGradCoord2D(seed, x0, y0, xd0, yd0), _fnlGradCoord2D(seed, x1, y0, xd1, yd0), xs);
    float xf1 = _fnlLerp(_fnlGradCoord2D(seed, x0, y1, xd0, yd1), _fnlGradCoord2D(seed, x1, y1, xd1, yd1), xs);

    return _fnlLerp(xf0, xf1, ys) * 1.4247691104677813f;
}

static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int x0 = _fnlFastFloor(x);
    int y0 = _fnlFastFloor(y);
    int z0 = _fnlFastFloor(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 = _fnlInterpQuintic(xd0);
    float ys = _fnlInterpQuintic(yd0);
    float zs = _fnlInterpQuintic(zd0);

    x0 *= PRIME_X;
    y0 *= PRIME_Y;
    z0 *= PRIME_Z;
    int x1 = x0 + PRIME_X;
    int y1 = y0 + PRIME_Y;
    int z1 = z0 + PRIME_Z;

    float xf00 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z0, xd0, yd0, zd0), _fnlGradCoord3D(seed, x1, y0, z0, xd1, yd0, zd0), xs);
    float xf10 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z0, xd0, yd1, zd0), _fnlGradCoord3D(seed, x1, y1, z0, xd1, yd1, zd0), xs);
    float xf01 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z1, xd0, yd0, zd1), _fnlGradCoord3D(seed, x1, y0, z1, xd1, yd0, zd1), xs);
    float xf11 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z1, xd0, yd1, zd1), _fnlGradCoord3D(seed, x1, y1, z1, xd1, yd1, zd1), xs);

    float yf0 = _fnlLerp(xf00, xf10, ys);
    float yf1 = _fnlLerp(xf01, xf11, ys);

    return _fnlLerp(yf0, yf1, zs) * 0.964921414852142333984375f;
}

// Value Cubic

static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y)
{
    int x1 = _fnlFastFloor(x);
    int y1 = _fnlFastFloor(y);

    float xs = x - (float)x1;
    float ys = y - (float)y1;

    x1 *= PRIME_X;
    y1 *= PRIME_Y;

    int x0 = x1 - PRIME_X;
    int y0 = y1 - PRIME_Y;
    int x2 = x1 + PRIME_X;
    int y2 = y1 + PRIME_Y;
    int x3 = x1 + PRIME_X * 2;
    int y3 = y1 + PRIME_Y * 2;

    return _fnlCubicLerp(
        _fnlCubicLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), _fnlValCoord2D(seed, x2, y0), _fnlValCoord2D(seed, x3, y0),
            xs),
        _fnlCubicLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), _fnlValCoord2D(seed, x2, y1), _fnlValCoord2D(seed, x3, y1),
            xs),
        _fnlCubicLerp(_fnlValCoord2D(seed, x0, y2), _fnlValCoord2D(seed, x1, y2), _fnlValCoord2D(seed, x2, y2), _fnlValCoord2D(seed, x3, y2),
            xs),
        _fnlCubicLerp(_fnlValCoord2D(seed, x0, y3), _fnlValCoord2D(seed, x1, y3), _fnlValCoord2D(seed, x2, y3), _fnlValCoord2D(seed, x3, y3),
            xs),
        ys) * (1 / (1.5f * 1.5f));
}

static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int x1 = _fnlFastFloor(x);
    int y1 = _fnlFastFloor(y);
    int z1 = _fnlFastFloor(z);

    float xs = x - (float)x1;
    float ys = y - (float)y1;
    float zs = z - (float)z1;

    x1 *= PRIME_X;
    y1 *= PRIME_Y;
    z1 *= PRIME_Z;

    int x0 = x1 - PRIME_X;
    int y0 = y1 - PRIME_Y;
    int z0 = z1 - PRIME_Z;
    int x2 = x1 + PRIME_X;
    int y2 = y1 + PRIME_Y;
    int z2 = z1 + PRIME_Z;
    int x3 = x1 + PRIME_X * 2;
    int y3 = y1 + PRIME_Y * 2;
    int z3 = z1 + PRIME_Z * 2;

    return _fnlCubicLerp(
        _fnlCubicLerp(
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), _fnlValCoord3D(seed, x2, y0, z0), _fnlValCoord3D(seed, x3, y0, z0), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), _fnlValCoord3D(seed, x2, y1, z0), _fnlValCoord3D(seed, x3, y1, z0), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z0), _fnlValCoord3D(seed, x1, y2, z0), _fnlValCoord3D(seed, x2, y2, z0), _fnlValCoord3D(seed, x3, y2, z0), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z0), _fnlValCoord3D(seed, x1, y3, z0), _fnlValCoord3D(seed, x2, y3, z0), _fnlValCoord3D(seed, x3, y3, z0), xs),
            ys),
        _fnlCubicLerp(
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), _fnlValCoord3D(seed, x2, y0, z1), _fnlValCoord3D(seed, x3, y0, z1), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), _fnlValCoord3D(seed, x2, y1, z1), _fnlValCoord3D(seed, x3, y1, z1), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z1), _fnlValCoord3D(seed, x1, y2, z1), _fnlValCoord3D(seed, x2, y2, z1), _fnlValCoord3D(seed, x3, y2, z1), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z1), _fnlValCoord3D(seed, x1, y3, z1), _fnlValCoord3D(seed, x2, y3, z1), _fnlValCoord3D(seed, x3, y3, z1), xs),
            ys),
        _fnlCubicLerp(
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z2), _fnlValCoord3D(seed, x1, y0, z2), _fnlValCoord3D(seed, x2, y0, z2), _fnlValCoord3D(seed, x3, y0, z2), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z2), _fnlValCoord3D(seed, x1, y1, z2), _fnlValCoord3D(seed, x2, y1, z2), _fnlValCoord3D(seed, x3, y1, z2), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z2), _fnlValCoord3D(seed, x1, y2, z2), _fnlValCoord3D(seed, x2, y2, z2), _fnlValCoord3D(seed, x3, y2, z2), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z2), _fnlValCoord3D(seed, x1, y3, z2), _fnlValCoord3D(seed, x2, y3, z2), _fnlValCoord3D(seed, x3, y3, z2), xs),
            ys),
        _fnlCubicLerp(
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z3), _fnlValCoord3D(seed, x1, y0, z3), _fnlValCoord3D(seed, x2, y0, z3), _fnlValCoord3D(seed, x3, y0, z3), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z3), _fnlValCoord3D(seed, x1, y1, z3), _fnlValCoord3D(seed, x2, y1, z3), _fnlValCoord3D(seed, x3, y1, z3), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z3), _fnlValCoord3D(seed, x1, y2, z3), _fnlValCoord3D(seed, x2, y2, z3), _fnlValCoord3D(seed, x3, y2, z3), xs),
            _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z3), _fnlValCoord3D(seed, x1, y3, z3), _fnlValCoord3D(seed, x2, y3, z3), _fnlValCoord3D(seed, x3, y3, z3), xs),
            ys),
        zs) * (1 / 1.5f * 1.5f * 1.5f);
}

// Value noise

static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y)
{
    int x0 = _fnlFastFloor(x);
    int y0 = _fnlFastFloor(y);

    float xs = _fnlInterpHermite((float)(x - x0));
    float ys = _fnlInterpHermite((float)(y - y0));

    x0 *= PRIME_X;
    y0 *= PRIME_Y;
    int x1 = x0 + PRIME_X;
    int y1 = y0 + PRIME_Y;

    float xf0 = _fnlLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), xs);
    float xf1 = _fnlLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), xs);

    return _fnlLerp(xf0, xf1, ys);
}

static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
    int x0 = _fnlFastFloor(x);
    int y0 = _fnlFastFloor(y);
    int z0 = _fnlFastFloor(z);

    float xs = _fnlInterpHermite((float)(x - x0));
    float ys = _fnlInterpHermite((float)(y - y0));
    float zs = _fnlInterpHermite((float)(z - z0));

    x0 *= PRIME_X;
    y0 *= PRIME_Y;
    z0 *= PRIME_Z;
    int x1 = x0 + PRIME_X;
    int y1 = y0 + PRIME_Y;
    int z1 = z0 + PRIME_Z;

    float xf00 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), xs);
    float xf10 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), xs);
    float xf01 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), xs);
    float xf11 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), xs);

    float yf0 = _fnlLerp(xf00, xf10, ys);
    float yf1 = _fnlLerp(xf01, xf11, ys);

    return _fnlLerp(yf0, yf1, zs);
}

// Domain Warp

// Forward declare
static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xp, inout FNLfloat yp);
static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xp, inout FNLfloat yp, inout FNLfloat zp);
static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xr, inout FNLfloat yr, bool outGradOnly);
static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xr, inout FNLfloat yr, inout FNLfloat zr, bool outGradOnly);

static void _fnlDoSingleDomainWarp2D(fnl_state state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, inout FNLfloat xp, inout FNLfloat yp)
{
    switch (state.domain_warp_type)
    {
    case FNL_DOMAIN_WARP_OPENSIMPLEX2:
        _fnlSingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, xp, yp, false);
        break;
    case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
        _fnlSingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xp, yp, true);
        break;
    case FNL_DOMAIN_WARP_BASICGRID:
        _fnlSingleDomainWarpBasicGrid2D(seed, amp, freq, x, y, xp, yp);
        break;
    }
}

static void _fnlDoSingleDomainWarp3D(fnl_state state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xp, inout FNLfloat yp, inout FNLfloat zp)
{
    switch (state.domain_warp_type)
    {
    case FNL_DOMAIN_WARP_OPENSIMPLEX2:
        _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, xp, yp, zp, false);
        break;
    case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
        _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, xp, yp, zp, true);
        break;
    case FNL_DOMAIN_WARP_BASICGRID:
        _fnlSingleDomainWarpBasicGrid3D(seed, amp, freq, x, y, z, xp, yp, zp);
        break;
    }
}

// Domain Warp Single Wrapper

static void _fnlDomainWarpSingle2D(fnl_state state, inout FNLfloat x, inout FNLfloat y)
{
    int seed = state.seed;
    float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state);
    float freq = state.frequency;

    FNLfloat xs = x;
    FNLfloat ys = y;
    _fnlTransformDomainWarpCoordinate2D(state, xs, ys);

    _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
}

static void _fnlDomainWarpSingle3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z)
{
    int seed = state.seed;
    float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state);
    float freq = state.frequency;

    FNLfloat xs = x;
    FNLfloat ys = y;
    FNLfloat zs = z;
    _fnlTransformDomainWarpCoordinate3D(state, xs, ys, zs);

    _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
}

// Domain Warp Fractal Progressive

static void _fnlDomainWarpFractalProgressive2D(fnl_state state, inout FNLfloat x, inout FNLfloat y)
{
    int seed = state.seed;
    float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state);
    float freq = state.frequency;

    for (int i = 0; i < state.octaves; i++)
    {
        FNLfloat xs = x;
        FNLfloat ys = y;
        _fnlTransformDomainWarpCoordinate2D(state, xs, ys);

        _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);

        seed++;
        amp *= state.gain;
        freq *= state.lacunarity;
    }
}

static void _fnlDomainWarpFractalProgressive3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z)
{
    int seed = state.seed;
    float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state);
    float freq = state.frequency;

    for (int i = 0; i < state.octaves; i++)
    {
        FNLfloat xs = x;
        FNLfloat ys = y;
        FNLfloat zs = z;
        _fnlTransformDomainWarpCoordinate3D(state, xs, ys, zs);

        _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);

        seed++;
        amp *= state.gain;
        freq *= state.lacunarity;
    }
}

// Domain Warp Fractal Independent

static void _fnlDomainWarpFractalIndependent2D(fnl_state state, inout FNLfloat x, inout FNLfloat y)
{
    FNLfloat xs = x;
    FNLfloat ys = y;
    _fnlTransformDomainWarpCoordinate2D(state, xs, ys);

    int seed = state.seed;
    float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state);
    float freq = state.frequency;

    for (int i = 0; i < state.octaves; i++)
    {
        _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);

        seed++;
        amp *= state.gain;
        freq *= state.lacunarity;
    }
}

static void _fnlDomainWarpFractalIndependent3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z)
{
    FNLfloat xs = x;
    FNLfloat ys = y;
    FNLfloat zs = z;
    _fnlTransformDomainWarpCoordinate3D(state, xs, ys, zs);

    int seed = state.seed;
    float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state);
    float freq = state.frequency;

    for (int i = 0; i < state.octaves; i++)
    {
        _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);

        seed++;
        amp *= state.gain;
        freq *= state.lacunarity;
    }
}

// Domain Warp Basic Grid

static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xp, inout FNLfloat yp)
{
    FNLfloat xf = x * frequency;
    FNLfloat yf = y * frequency;

    int x0 = _fnlFastFloor(xf);
    int y0 = _fnlFastFloor(yf);

    float xs = _fnlInterpHermite((float)(xf - x0));
    float ys = _fnlInterpHermite((float)(yf - y0));

    x0 *= PRIME_X;
    y0 *= PRIME_Y;
    int x1 = x0 + PRIME_X;
    int y1 = y0 + PRIME_Y;

    int idx0 = _fnlHash2D(seed, x0, y0) & (255 << 1);
    int idx1 = _fnlHash2D(seed, x1, y0) & (255 << 1);

    float lx0x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs);
    float ly0x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs);

    idx0 = _fnlHash2D(seed, x0, y1) & (255 << 1);
    idx1 = _fnlHash2D(seed, x1, y1) & (255 << 1);

    float lx1x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs);
    float ly1x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs);

    xp += _fnlLerp(lx0x, lx1x, ys) * warpAmp;
    yp += _fnlLerp(ly0x, ly1x, ys) * warpAmp;
}

static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xp, inout FNLfloat yp, inout FNLfloat zp)
{
    FNLfloat xf = x * frequency;
    FNLfloat yf = y * frequency;
    FNLfloat zf = z * frequency;

    int x0 = _fnlFastFloor(xf);
    int y0 = _fnlFastFloor(yf);
    int z0 = _fnlFastFloor(zf);

    float xs = _fnlInterpHermite((float)(xf - x0));
    float ys = _fnlInterpHermite((float)(yf - y0));
    float zs = _fnlInterpHermite((float)(zf - z0));

    x0 *= PRIME_X;
    y0 *= PRIME_Y;
    z0 *= PRIME_Z;
    int x1 = x0 + PRIME_X;
    int y1 = y0 + PRIME_Y;
    int z1 = z0 + PRIME_Z;

    int idx0 = _fnlHash3D(seed, x0, y0, z0) & (255 << 2);
    int idx1 = _fnlHash3D(seed, x1, y0, z0) & (255 << 2);

    float lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
    float ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
    float lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);

    idx0 = _fnlHash3D(seed, x0, y1, z0) & (255 << 2);
    idx1 = _fnlHash3D(seed, x1, y1, z0) & (255 << 2);

    float lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
    float ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
    float lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);

    float lx0y = _fnlLerp(lx0x, lx1x, ys);
    float ly0y = _fnlLerp(ly0x, ly1x, ys);
    float lz0y = _fnlLerp(lz0x, lz1x, ys);

    idx0 = _fnlHash3D(seed, x0, y0, z1) & (255 << 2);
    idx1 = _fnlHash3D(seed, x1, y0, z1) & (255 << 2);

    lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
    ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
    lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);

    idx0 = _fnlHash3D(seed, x0, y1, z1) & (255 << 2);
    idx1 = _fnlHash3D(seed, x1, y1, z1) & (255 << 2);

    lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
    ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
    lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);

    xp += _fnlLerp(lx0y, _fnlLerp(lx0x, lx1x, ys), zs) * warpAmp;
    yp += _fnlLerp(ly0y, _fnlLerp(ly0x, ly1x, ys), zs) * warpAmp;
    zp += _fnlLerp(lz0y, _fnlLerp(lz0x, lz1x, ys), zs) * warpAmp;
}

// Domain Warp Simplex/OpenSimplex2

static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xr, inout FNLfloat yr, bool outGradOnly)
{
    const float SQRT3 = 1.7320508075688772935274463415059f;
    const float G2 = (3 - SQRT3) / 6;

    x *= frequency;
    y *= frequency;

    /*
     * --- Skew moved to TransformNoiseCoordinate method ---
     * const FNLfloat F2 = 0.5f * (SQRT3 - 1);
     * FNLfloat s = (x + y) * F2;
     * x += s; y += s;
     */

    int i = _fnlFastFloor(x);
    int j = _fnlFastFloor(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 *= PRIME_X;
    j *= PRIME_Y;

    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)
            _fnlGradCoordOut2D(seed, i, j, xo, yo);
        else
            _fnlGradCoordDual2D(seed, i, j, x0, y0, xo, yo);
        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)
            _fnlGradCoordOut2D(seed, i + PRIME_X, j + PRIME_Y, xo, yo);
        else
            _fnlGradCoordDual2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2, xo, yo);
        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)
                _fnlGradCoordOut2D(seed, i, j + PRIME_Y, xo, yo);
            else
                _fnlGradCoordDual2D(seed, i, j + PRIME_Y, x1, y1, xo, yo);
            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)
                _fnlGradCoordOut2D(seed, i + PRIME_X, j, xo, yo);
            else
                _fnlGradCoordDual2D(seed, i + PRIME_X, j, x1, y1, xo, yo);
            vx += bbbb * xo;
            vy += bbbb * yo;
        }
    }

    xr += vx * warpAmp;
    yr += vy * warpAmp;
}

static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xr, inout FNLfloat yr, inout FNLfloat zr, bool outGradOnly)
{
    x *= frequency;
    y *= frequency;
    z *= frequency;

    /*
     * --- Rotation moved to TransformDomainWarpCoordinate method ---
     * const 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 = _fnlFastRound(x);
    int j = _fnlFastRound(y);
    int k = _fnlFastRound(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 *= PRIME_X;
    j *= PRIME_Y;
    k *= PRIME_Z;

    float vx, vy, vz;
    vx = vy = vz = 0;

    float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
    for (int l = 0; l < 2; l++)
    {
        if (a > 0)
        {
            float aaaa = (a * a) * (a * a);
            float xo, yo, zo;
            if (outGradOnly)
                _fnlGradCoordOut3D(seed, i, j, k, xo, yo, zo);
            else
                _fnlGradCoordDual3D(seed, i, j, k, x0, y0, z0, xo, yo, zo);
            vx += aaaa * xo;
            vy += aaaa * yo;
            vz += aaaa * zo;
        }

        float b = a + 1;
        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 -= xNSign * 2 * x1;
            i1 -= xNSign * PRIME_X;
        }
        else if (ay0 > ax0 && ay0 >= az0)
        {
            y1 += yNSign;
            b -= yNSign * 2 * y1;
            j1 -= yNSign * PRIME_Y;
        }
        else
        {
            z1 += zNSign;
            b -= zNSign * 2 * z1;
            k1 -= zNSign * PRIME_Z;
        }

        if (b > 0)
        {
            float bbbb = (b * b) * (b * b);
            float xo, yo, zo;
            if (outGradOnly)
                _fnlGradCoordOut3D(seed, i1, j1, k1, xo, yo, zo);
            else
                _fnlGradCoordDual3D(seed, i1, j1, k1, x1, y1, z1, xo, yo, zo);
            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) & PRIME_X;
        j += (yNSign >> 1) & PRIME_Y;
        k += (zNSign >> 1) & PRIME_Z;

        xNSign = -xNSign;
        yNSign = -yNSign;
        zNSign = -zNSign;

        seed += 1293373;
    }

    xr += vx * warpAmp;
    yr += vy * warpAmp;
    zr += vz * warpAmp;
}

// ====================
// Public API
// ====================

fnl_state fnlCreateState(int seed)
{
    fnl_state newState;
    newState.seed = seed;
    newState.frequency = 0.01f;
    newState.noise_type = FNL_NOISE_OPENSIMPLEX2;
    newState.rotation_type_3d = FNL_ROTATION_NONE;
    newState.fractal_type = FNL_FRACTAL_NONE;
    newState.octaves = 3;
    newState.lacunarity = 2.0f;
    newState.gain = 0.5f;
    newState.weighted_strength = 0.0f;
    newState.ping_pong_strength = 2.0f;
    newState.cellular_distance_func = FNL_CELLULAR_DISTANCE_EUCLIDEANSQ;
    newState.cellular_return_type = FNL_CELLULAR_RETURN_TYPE_DISTANCE;
    newState.cellular_jitter_mod = 1.0f;
    newState.domain_warp_amp = 30.0f;
    newState.domain_warp_type = FNL_DOMAIN_WARP_OPENSIMPLEX2;
    return newState;
}

float fnlGetNoise2D(fnl_state state, FNLfloat x, FNLfloat y)
{
    _fnlTransformNoiseCoordinate2D(state, x, y);

    switch (state.fractal_type)
    {
    default:
        return _fnlGenNoiseSingle2D(state, state.seed, x, y);
    case FNL_FRACTAL_FBM:
        return _fnlGenFractalFBM2D(state, x, y);
    case FNL_FRACTAL_RIDGED:
        return _fnlGenFractalRidged2D(state, x, y);
    case FNL_FRACTAL_PINGPONG:
        return _fnlGenFractalPingPong2D(state, x, y);
    }
}

float fnlGetNoise3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z)
{
    _fnlTransformNoiseCoordinate3D(state, x, y, z);

    // Select a noise type
    switch (state.fractal_type)
    {
    default:
        return _fnlGenNoiseSingle3D(state, state.seed, x, y, z);
    case FNL_FRACTAL_FBM:
        return _fnlGenFractalFBM3D(state, x, y, z);
    case FNL_FRACTAL_RIDGED:
        return _fnlGenFractalRidged3D(state, x, y, z);
    case FNL_FRACTAL_PINGPONG:
        return _fnlGenFractalPingPong3D(state, x, y, z);
    }
}

void fnlDomainWarp2D(fnl_state state, inout FNLfloat x, inout FNLfloat y)
{
    switch (state.fractal_type)
    {
    default:
        _fnlDomainWarpSingle2D(state, x, y);
        break;
    case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE:
        _fnlDomainWarpFractalProgressive2D(state, x, y);
        break;
    case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT:
        _fnlDomainWarpFractalIndependent2D(state, x, y);
        break;
    }
}

void fnlDomainWarp3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z)
{
    switch (state.fractal_type)
    {
    default:
        _fnlDomainWarpSingle3D(state, x, y, z);
        break;
    case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE:
        _fnlDomainWarpFractalProgressive3D(state, x, y, z);
        break;
    case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT:
        _fnlDomainWarpFractalIndependent3D(state, x, y, z);
        break;
    }
}
