#define_import_path bevy_shader_utils::perlin_noise_3d
// MIT License. © Stefan Gustavson, Munrocket
//
fn permute_four(x: vec4<f32>) -> vec4<f32> { return ((x * 34. + 1.) * x) % vec4<f32>(289.); }
fn taylor_inv_sqrt_four(r: vec4<f32>) -> vec4<f32> { return 1.79284291400159 - 0.85373472095314 * r; }
fn fade_three(t: vec3<f32>) -> vec3<f32> { return t * t * t * (t * (t * 6. - 15.) + 10.); }
fn perlin_noise_3d(P: vec3<f32>) -> f32 {
var Pi0 : vec3<f32> = floor(P); // Integer part for indexing
var Pi1 : vec3<f32> = Pi0 + vec3<f32>(1.); // Integer part + 1
Pi0 = Pi0 % vec3<f32>(289.);
Pi1 = Pi1 % vec3<f32>(289.);
let Pf0 = fract(P); // Fractional part for interpolation
let Pf1 = Pf0 - vec3<f32>(1.); // Fractional part - 1.
let ix = vec4<f32>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
let iy = vec4<f32>(Pi0.yy, Pi1.yy);
let iz0 = Pi0.zzzz;
let iz1 = Pi1.zzzz;
let ixy = permute_four(permute_four(ix) + iy);
let ixy0 = permute_four(ixy + iz0);
let ixy1 = permute_four(ixy + iz1);
var gx0: vec4<f32> = ixy0 / 7.;
var gy0: vec4<f32> = fract(floor(gx0) / 7.) - 0.5;
gx0 = fract(gx0);
var gz0: vec4<f32> = vec4<f32>(0.5) - abs(gx0) - abs(gy0);
var sz0: vec4<f32> = step(gz0, vec4<f32>(0.));
gx0 = gx0 + sz0 * (step(vec4<f32>(0.), gx0) - 0.5);
gy0 = gy0 + sz0 * (step(vec4<f32>(0.), gy0) - 0.5);
var gx1: vec4<f32> = ixy1 / 7.;
var gy1: vec4<f32> = fract(floor(gx1) / 7.) - 0.5;
gx1 = fract(gx1);
var gz1: vec4<f32> = vec4<f32>(0.5) - abs(gx1) - abs(gy1);
var sz1: vec4<f32> = step(gz1, vec4<f32>(0.));
gx1 = gx1 - sz1 * (step(vec4<f32>(0.), gx1) - 0.5);
gy1 = gy1 - sz1 * (step(vec4<f32>(0.), gy1) - 0.5);
var g000: vec3<f32> = vec3<f32>(gx0.x, gy0.x, gz0.x);
var g100: vec3<f32> = vec3<f32>(gx0.y, gy0.y, gz0.y);
var g010: vec3<f32> = vec3<f32>(gx0.z, gy0.z, gz0.z);
var g110: vec3<f32> = vec3<f32>(gx0.w, gy0.w, gz0.w);
var g001: vec3<f32> = vec3<f32>(gx1.x, gy1.x, gz1.x);
var g101: vec3<f32> = vec3<f32>(gx1.y, gy1.y, gz1.y);
var g011: vec3<f32> = vec3<f32>(gx1.z, gy1.z, gz1.z);
var g111: vec3<f32> = vec3<f32>(gx1.w, gy1.w, gz1.w);
let norm0 = taylor_inv_sqrt_four(
vec4<f32>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
g000 = g000 * norm0.x;
g010 = g010 * norm0.y;
g100 = g100 * norm0.z;
g110 = g110 * norm0.w;
let norm1 = taylor_inv_sqrt_four(
vec4<f32>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
g001 = g001 * norm1.x;
g011 = g011 * norm1.y;
g101 = g101 * norm1.z;
g111 = g111 * norm1.w;
let n000 = dot(g000, Pf0);
let n100 = dot(g100, vec3<f32>(Pf1.x, Pf0.yz));
let n010 = dot(g010, vec3<f32>(Pf0.x, Pf1.y, Pf0.z));
let n110 = dot(g110, vec3<f32>(Pf1.xy, Pf0.z));
let n001 = dot(g001, vec3<f32>(Pf0.xy, Pf1.z));
let n101 = dot(g101, vec3<f32>(Pf1.x, Pf0.y, Pf1.z));
let n011 = dot(g011, vec3<f32>(Pf0.x, Pf1.yz));
let n111 = dot(g111, Pf1);
var fade_xyz: vec3<f32> = fade_three(Pf0);
let temp = vec4<f32>(f32(fade_xyz.z)); // simplify after chrome bug fix
let n_z = mix(vec4<f32>(n000, n100, n010, n110), vec4<f32>(n001, n101, n011, n111), temp);
let n_yz = mix(n_z.xy, n_z.zw, vec2<f32>(f32(fade_xyz.y))); // simplify after chrome bug fix
let n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}