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/******************************************************************************
 *       Copyright 1986, 2019 NVIDIA ARC GmbH. All rights reserved.           *
 ******************************************************************************
 
Permission is hereby granted by NVIDIA Corporation ("NVIDIA"), free of charge,
to any person obtaining a copy of the sample definition code that uses our 
Material Definition Language (the "MDL Materials"), to reproduce and distribute
the MDL Materials, including without limitation the rights to use, copy, merge,
publish, distribute, and sell modified and unmodified copies of the MDL 
Materials, and to permit persons to whom the MDL Materials is furnished to do
so, in all cases solely for use with NVIDIA’s Material Definition Language,
subject to the following further conditions:

1. The above copyright notices, this list of conditions, and the disclaimer
that follows shall be retained in all copies of one or more of the MDL
Materials, including in any software with which the MDL Materials are bundled,
redistributed, and/or sold, and included either as stand-alone text files,
human-readable headers or in the appropriate machine-readable metadata fields
within text or binary files as long as those fields can be easily viewed by the
user, as applicable.
2. The name of NVIDIA shall not be used to promote, endorse or advertise any 
Modified Version without specific prior written permission, except a) to comply
 with the notice requirements otherwise contained herein; or b) to acknowledge
the contribution(s) of NVIDIA.

THE MDL MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT,
TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL NVIDIA CORPORATION BE LIABLE FOR 
ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, 
INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF 
CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE
THE MDL MATERIALS OR FROM OTHER DEALINGS IN THE MDL MATERIALS.
*/



//* 1.0.1 - using absolute import paths when importing standard modules

mdl 1.3;

import ::df::*;

import ::state::*;
import ::math::*;

import ::tex::*;
import ::anno::*;





export float3x3 matrix_inverse(float3x3 matrix)

[[

    anno::description("Inverse the 3x3 matrix"),

    anno::noinline()

]]

{

	float determinant = (matrix[0][0] * matrix[1][1] * matrix[2][2] + matrix[1][0] * matrix[2][1] * matrix[0][2] + matrix[2][0] * matrix[0][1] * matrix[1][2]) - (matrix[0][2] * matrix[1][1] * matrix[2][0] + matrix[1][2] * matrix[2][1] * matrix[0][0] + matrix[2][2] * matrix[0][1] * matrix[1][0]);
	float rdet = 1.0f / determinant;

	

	float3x3 result;

	

	result[0][0] = rdet * (matrix[1][1] * matrix[2][2] - matrix[1][2] * matrix[2][1]);

	result[0][1] = -rdet * (matrix[0][1] * matrix[2][2] - matrix[0][2] * matrix[2][1]);

	result[0][2] = rdet * (matrix[0][1] * matrix[1][2] - matrix[0][2] * matrix[1][1]);

	

	result[1][0] = -rdet * (matrix[1][0] * matrix[2][2] - matrix[1][2] * matrix[2][0]);

	result[1][1] = rdet * (matrix[0][0] * matrix[2][2] - matrix[0][2] * matrix[2][0]);

	result[1][2] = -rdet * (matrix[0][0] * matrix[1][2] - matrix[0][2] * matrix[1][0]);

	

	result[2][0] = rdet * (matrix[1][0] * matrix[2][1] - matrix[1][1] * matrix[2][0]);

	result[2][1] = -rdet * (matrix[0][0] * matrix[2][1] - matrix[0][1] * matrix[2][0]);

	result[2][2] = rdet * (matrix[0][0] * matrix[1][1] - matrix[0][1] * matrix[1][0]);


	return result;

}


export float3 transform_vector_from_tangent_to_world(float3 vector)

[[

    anno::description("Transform vector from tangent space to world space"),

    anno::noinline()

]]

{

	float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), state::texture_tangent_v(0), state::normal());

	return tangent_to_world * vector;

}



export float3 transform_vector_from_world_to_tangent(float3 vector)
[[
    anno::description("Transform vector from world space to tangent space"),

    anno::noinline()

]]

{

	float3x3 tangent_to_world = float3x3(state::texture_tangent_u(0), state::texture_tangent_v(0), state::normal());

	

	// inverse tangent to world matrix

	float3x3 world_to_tangent = matrix_inverse(tangent_to_world);

	

	return world_to_tangent * vector;	

}


export float4 unpack_normal_map(
    float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)

    )

[[

    anno::description("Unpack a normal stored in a normal map"),

    anno::noinline()

]]

{

    float2 normal_xy = float2(texture_sample.x, texture_sample.y);


	normal_xy = normal_xy * float2(2.0,2.0) - float2(1.0,1.0);

	float normal_z = math::sqrt( math::saturate( 1.0 - math::dot( normal_xy, normal_xy ) ) );

	return float4( normal_xy.x, normal_xy.y, normal_z, 1.0 );

}


// for get color value from normal.
export float4 pack_normal_map(
    float4 texture_sample = float4(0.0, 0.0, 1.0, 1.0)

    )

[[

    anno::description("Pack to color from a normal")

]]

{

    float2 return_xy = float2(texture_sample.x, texture_sample.y);


	return_xy = (return_xy + float2(1.0,1.0)) / float2(2.0,2.0);

	

	return float4( return_xy.x, return_xy.y, 0.0, 1.0 );

}


export float4 greyscale_texture_lookup(
    float4 texture_sample = float4(0.0, 0.0, 0.0, 1.0)

    )

[[

    anno::description("Sampling a greyscale texture"),

    anno::noinline()

]]

{

    return float4(texture_sample.x, texture_sample.x, texture_sample.x, texture_sample.x);

}     


export float3 pixel_normal_world_space()

[[

    anno::description("Pixel normal in world space"),

    anno::noinline()

]]

{

    return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal());
}

export float3 vertex_normal_world_space()

[[

    anno::description("Vertex normal in world space"),

    anno::noinline()

]]

{

    return state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal());
}

export float3 landscape_normal_world_space()

[[

    anno::description("Landscape normal in world space")

]]

{

	float3 normalFromNormalmap = math::floor((::vertex_normal_world_space() * 0.5 + 0.5) * 255.0) / 255.0 * 2.0 - 1.0;
	

	float2 normalXY = float2(normalFromNormalmap.x, normalFromNormalmap.y);

	return float3(normalXY.x, normalXY.y, math::sqrt(math::saturate(1.0 - math::dot(normalXY, normalXY))));

}


// Different implementation specific between mdl and hlsl for smoothstep
export float smoothstep(float a, float b, float l)
{
	if (a < b)

	{

		return math::smoothstep(a, b, l);

	}

	else if (a > b)

	{

		return 1.0 - math::smoothstep(b, a, l);

	}

	else

	{

		return l <= a ? 0.0 : 1.0;

	}

}


export float2 smoothstep(float2 a, float2 b, float2 l)
{
	return float2(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y));

}


export float3 smoothstep(float3 a, float3 b, float3 l)
{
	return float3(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z));

}


export float4 smoothstep(float4 a, float4 b, float4 l)
{
	return float4(smoothstep(a.x, b.x, l.x), smoothstep(a.y, b.y, l.y), smoothstep(a.z, b.z, l.z), smoothstep(a.w, b.w, l.w));

}


export float2 smoothstep(float2 a, float2 b, float l)
{
	return float2(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l));

}


export float3 smoothstep(float3 a, float3 b, float l)
{
	return float3(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l));

}


export float4 smoothstep(float4 a, float4 b, float l)
{
	return float4(smoothstep(a.x, b.x, l), smoothstep(a.y, b.y, l), smoothstep(a.z, b.z, l), smoothstep(a.w, b.w, l));

}


//------------------ Random from UE4 -----------------------
float length2(float3 v)
{
	return math::dot(v, v);

}


float3 GetPerlinNoiseGradientTextureAt(uniform texture_2d PerlinNoiseGradientTexture, float3 v)

{

	const float2 ZShear = float2(17.0f, 89.0f);



	float2 OffsetA = v.z * ZShear;

	float2 TexA = (float2(v.x, v.y) + OffsetA + 0.5f) / 128.0f;

	float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA.x,1.0-TexA.y),tex::wrap_repeat,tex::wrap_repeat);
	return float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z) * 2.0 - 1.0;

}


float3 SkewSimplex(float3 In)
{
	return In + math::dot(In, float3(1.0 / 3.0f) );

}

float3 UnSkewSimplex(float3 In)

{

	return In - math::dot(In, float3(1.0 / 6.0f) );

}


// 3D random number generator inspired by PCGs (permuted congruential generator)
// Using a **simple** Feistel cipher in place of the usual xor shift permutation step
// @param v = 3D integer coordinate
// @return three elements w/ 16 random bits each (0-0xffff).
// ~8 ALU operations for result.x    (7 mad, 1 >>)
// ~10 ALU operations for result.xy  (8 mad, 2 >>)
// ~12 ALU operations for result.xyz (9 mad, 3 >>)

//TODO: uint3
int3 Rand3DPCG16(int3 p)
{
	// taking a signed int then reinterpreting as unsigned gives good behavior for negatives

	//TODO: uint3

	int3 v = int3(p);


	// Linear congruential step. These LCG constants are from Numerical Recipies

	// For additional #'s, PCG would do multiple LCG steps and scramble each on output

	// So v here is the RNG state

	v = v * 1664525 + 1013904223;


	// PCG uses xorshift for the final shuffle, but it is expensive (and cheap

	// versions of xorshift have visible artifacts). Instead, use simple MAD Feistel steps

	//

	// Feistel ciphers divide the state into separate parts (usually by bits)

	// then apply a series of permutation steps one part at a time. The permutations

	// use a reversible operation (usually ^) to part being updated with the result of

	// a permutation function on the other parts and the key.

	//

	// In this case, I'm using v.x, v.y and v.z as the parts, using + instead of ^ for

	// the combination function, and just multiplying the other two parts (no key) for 

	// the permutation function.

	//

	// That gives a simple mad per round.

	v.x += v.y*v.z;

	v.y += v.z*v.x;

	v.z += v.x*v.y;

	v.x += v.y*v.z;

	v.y += v.z*v.x;

	v.z += v.x*v.y;


	// only top 16 bits are well shuffled

	return v >> 16;

}


// Wraps noise for tiling texture creation
// @param v = unwrapped texture parameter
// @param bTiling = true to tile, false to not tile
// @param RepeatSize = number of units before repeating
// @return either original or wrapped coord
float3 NoiseTileWrap(float3 v,  bool bTiling, float RepeatSize)
{
	return bTiling ? (math::frac(v / RepeatSize) * RepeatSize) : v;

}


// Evaluate polynomial to get smooth transitions for Perlin noise
// only needed by Perlin functions in this file
// scalar(per component): 2 add, 5 mul
float4 PerlinRamp(float4 t)
{
	return t * t * t * (t * (t * 6 - 15) + 10); 

}


// Blum-Blum-Shub-inspired pseudo random number generator
// http://www.umbc.edu/~olano/papers/mNoise.pdf
// real BBS uses ((s*s) mod M) with bignums and M as the product of two huge Blum primes

// instead, we use a single prime M just small enough not to overflow

// note that the above paper used 61, which fits in a half, but is unusably bad

// @param Integer valued floating point seed

// @return random number in range [0,1)

// ~8 ALU operations (5 *, 3 frac)
float RandBBSfloat(float seed)
{
	float BBS_PRIME24 = 4093.0;

	float s = math::frac(seed / BBS_PRIME24);

	s = math::frac(s * s * BBS_PRIME24);

	s = math::frac(s * s * BBS_PRIME24);

	return s;

}


// Modified noise gradient term
// @param seed - random seed for integer lattice position
// @param offset - [-1,1] offset of evaluation point from lattice point
// @return gradient direction (xyz) and contribution (w) from this lattice point
float4 MGradient(int seed, float3 offset)
{
	//TODO uint

	int rand = Rand3DPCG16(int3(seed,0,0)).x;

	int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);

	float3 MGradientScale = float3(1.0 / 0x4000, 1.0 / 0x2000, 1.0 / 0x1000);

	float3 direction = float3(int3(rand, rand, rand) & MGradientMask) * MGradientScale - 1;

	return float4(direction.x, direction.y, direction.z, math::dot(direction, offset));

}


// compute Perlin and related noise corner seed values
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = true to return seed values for a repeating noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @param seed000-seed111 = hash function seeds for the eight corners
// @return fractional part of v
struct SeedValue
{
	float3 fv = float3(0);

	float seed000 = 0;

	float seed001 = 0;

	float seed010 = 0;

	float seed011 = 0;

	float seed100 = 0;

	float seed101 = 0;

	float seed110 = 0;

	float seed111 = 0;

};


SeedValue NoiseSeeds(float3 v, bool bTiling, float RepeatSize)
{
	SeedValue seeds;

	seeds.fv = math::frac(v);

	float3 iv = math::floor(v);


	const float3 primes = float3(19, 47, 101);


	if (bTiling)

	{	// can't algebraically combine with primes

		seeds.seed000 = math::dot(primes, NoiseTileWrap(iv, true, RepeatSize));

		seeds.seed100 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 0), true, RepeatSize));

		seeds.seed010 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 0), true, RepeatSize));

		seeds.seed110 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 0), true, RepeatSize));

		seeds.seed001 = math::dot(primes, NoiseTileWrap(iv + float3(0, 0, 1), true, RepeatSize));

		seeds.seed101 = math::dot(primes, NoiseTileWrap(iv + float3(1, 0, 1), true, RepeatSize));

		seeds.seed011 = math::dot(primes, NoiseTileWrap(iv + float3(0, 1, 1), true, RepeatSize));

		seeds.seed111 = math::dot(primes, NoiseTileWrap(iv + float3(1, 1, 1), true, RepeatSize));

	}

	else

	{	// get to combine offsets with multiplication by primes in this case

		seeds.seed000 = math::dot(iv, primes);

		seeds.seed100 = seeds.seed000 + primes.x;

		seeds.seed010 = seeds.seed000 + primes.y;

		seeds.seed110 = seeds.seed100 + primes.y;

		seeds.seed001 = seeds.seed000 + primes.z;

		seeds.seed101 = seeds.seed100 + primes.z;

		seeds.seed011 = seeds.seed010 + primes.z;

		seeds.seed111 = seeds.seed110 + primes.z;

	}


	return seeds;

}


struct SimplexWeights
{
	float4 Result = float4(0);

	float3 PosA = float3(0);

	float3 PosB = float3(0);

	float3 PosC = float3(0);

	float3 PosD = float3(0);

};


// Computed weights and sample positions for simplex interpolation
// @return float4(a,b,c, d) Barycentric coordinate defined as Filtered = Tex(PosA) * a + Tex(PosB) * b + Tex(PosC) * c + Tex(PosD) * d
SimplexWeights ComputeSimplexWeights3D(float3 OrthogonalPos)
{
	SimplexWeights weights;

	float3 OrthogonalPosFloor = math::floor(OrthogonalPos);


	weights.PosA = OrthogonalPosFloor;

	weights.PosB = weights.PosA + float3(1, 1, 1);


	OrthogonalPos -= OrthogonalPosFloor;


	float Largest = math::max(OrthogonalPos.x, math::max(OrthogonalPos.y, OrthogonalPos.z));

	float Smallest = math::min(OrthogonalPos.x, math::min(OrthogonalPos.y, OrthogonalPos.z));


	weights.PosC = weights.PosA + float3(Largest == OrthogonalPos.x, Largest == OrthogonalPos.y, Largest == OrthogonalPos.z);

	weights.PosD = weights.PosA + float3(Smallest != OrthogonalPos.x, Smallest != OrthogonalPos.y, Smallest != OrthogonalPos.z);


	float RG = OrthogonalPos.x - OrthogonalPos.y;

	float RB = OrthogonalPos.x - OrthogonalPos.z;

	float GB = OrthogonalPos.y - OrthogonalPos.z;


	weights.Result.z = 

		  math::min(math::max(0, RG), math::max(0, RB))		// X

		+ math::min(math::max(0, -RG), math::max(0, GB))		// Y

		+ math::min(math::max(0, -RB), math::max(0, -GB));	// Z

	

	weights.Result.w = 

		  math::min(math::max(0, -RG), math::max(0, -RB))		// X

		+ math::min(math::max(0, RG), math::max(0, -GB))		// Y

		+ math::min(math::max(0, RB), math::max(0, GB));		// Z


	weights.Result.y = Smallest;

	weights.Result.x = 1.0f - weights.Result.y - weights.Result.z - weights.Result.w;


	return weights;

}


// filtered 3D gradient simple noise (few texture lookups, high quality)
// @param v >0
// @return random number in the range -1 .. 1
float SimplexNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 EvalPos)
{
	float3 OrthogonalPos = SkewSimplex(EvalPos);


	SimplexWeights Weights = ComputeSimplexWeights3D(OrthogonalPos);


	// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 32 bit)

	float3 A = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosA);

	float3 B = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosB);

	float3 C = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosC);

	float3 D = GetPerlinNoiseGradientTextureAt(PerlinNoiseGradientTexture, Weights.PosD);

	

	Weights.PosA = UnSkewSimplex(Weights.PosA);

	Weights.PosB = UnSkewSimplex(Weights.PosB);

	Weights.PosC = UnSkewSimplex(Weights.PosC);

	Weights.PosD = UnSkewSimplex(Weights.PosD);


	float DistanceWeight;


	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosA));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;

	float a = math::dot(A, EvalPos - Weights.PosA) * DistanceWeight;

	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosB));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;

	float b = math::dot(B, EvalPos - Weights.PosB) * DistanceWeight;

	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosC));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;

	float c = math::dot(C, EvalPos - Weights.PosC) * DistanceWeight;

	DistanceWeight = math::saturate(0.6f - length2(EvalPos - Weights.PosD));	DistanceWeight *= DistanceWeight; DistanceWeight *= DistanceWeight;

	float d = math::dot(D, EvalPos - Weights.PosD) * DistanceWeight;


	return 32 * (a + b + c + d);

}


// filtered 3D noise, can be optimized
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @return random number in the range -1 .. 1
float GradientNoise3D_TEX(uniform texture_2d PerlinNoiseGradientTexture, float3 v, bool bTiling, float RepeatSize)
{
	bTiling = true;

	float3 fv = math::frac(v);

	float3 iv0 = NoiseTileWrap(math::floor(v), bTiling, RepeatSize);

	float3 iv1 = NoiseTileWrap(iv0 + 1, bTiling, RepeatSize);


	const int2 ZShear = int2(17, 89);

	

	float2 OffsetA = iv0.z * ZShear;

	float2 OffsetB = OffsetA + ZShear;	// non-tiling, use relative offset

	if (bTiling)						// tiling, have to compute from wrapped coordinates

	{

		OffsetB = iv1.z * ZShear;

	}


	// Texture size scale factor

	float ts = 1 / 128.0f;


	// texture coordinates for iv0.xy, as offset for both z slices

	float2 TexA0 = (float2(iv0.x, iv0.y) + OffsetA + 0.5f) * ts;

	float2 TexB0 = (float2(iv0.x, iv0.y) + OffsetB + 0.5f) * ts;


	// texture coordinates for iv1.xy, as offset for both z slices

	float2 TexA1 = TexA0 + ts;	// for non-tiling, can compute relative to existing coordinates

	float2 TexB1 = TexB0 + ts;

	if (bTiling)				// for tiling, need to compute from wrapped coordinates

	{

		TexA1 = (float2(iv1.x, iv1.y) + OffsetA + 0.5f) * ts;

		TexB1 = (float2(iv1.x, iv1.y) + OffsetB + 0.5f) * ts;

	}



	// can be optimized to 1 or 2 texture lookups (4 or 8 channel encoded in 8, 16 or 32 bit)

	float4 PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);

	float3 PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 A = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA0.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 B = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA0.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 C = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexA1.x,1.0-TexA1.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 D = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 E = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB0.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 F = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB0.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 G = PerlinNoiseColor * 2 - 1;

	PerlinNoise = tex::lookup_float4(PerlinNoiseGradientTexture,float2(TexB1.x,1.0-TexB1.y),tex::wrap_repeat,tex::wrap_repeat);

	PerlinNoiseColor = float3(PerlinNoise.x, PerlinNoise.y, PerlinNoise.z);

	float3 H = PerlinNoiseColor * 2 - 1;


	float a = math::dot(A, fv - float3(0, 0, 0));

	float b = math::dot(B, fv - float3(1, 0, 0));

	float c = math::dot(C, fv - float3(0, 1, 0));

	float d = math::dot(D, fv - float3(1, 1, 0));

	float e = math::dot(E, fv - float3(0, 0, 1));

	float f = math::dot(F, fv - float3(1, 0, 1));

	float g = math::dot(G, fv - float3(0, 1, 1));

	float h = math::dot(H, fv - float3(1, 1, 1));


	float4 Weights = PerlinRamp(math::frac(float4(fv.x, fv.y, fv.z, 0)));

	

	float i = math::lerp(math::lerp(a, b, Weights.x), math::lerp(c, d, Weights.x), Weights.y);

	float j = math::lerp(math::lerp(e, f, Weights.x), math::lerp(g, h, Weights.x), Weights.y);


	return math::lerp(i, j, Weights.z);

}


// @return random number in the range -1 .. 1
// scalar: 6 frac, 31 mul/mad, 15 add, 
float FastGradientPerlinNoise3D_TEX(uniform texture_3d PerlinNoise3DTexture, float3 xyz)
{
	// needs to be the same value when creating the PerlinNoise3D texture

	float Extent = 16;


	// last texel replicated and needed for filtering

	// scalar: 3 frac, 6 mul

	xyz = math::frac(xyz / (Extent - 1)) * (Extent - 1);


	// scalar: 3 frac

	float3 uvw = math::frac(xyz);

	// = floor(xyz);

	// scalar: 3 add

	float3 p0 = xyz - uvw;

//	float3 f = math::pow(uvw, 2) * 3.0f - math::pow(uvw, 3) * 2.0f;	// original perlin hermite (ok when used without bump mapping)

	// scalar: 2*3 add 5*3 mul

	float4 pr = PerlinRamp(float4(uvw.x, uvw.y, uvw.z, 0));

	float3 f = float3(pr.x, pr.y, pr.z);	// new, better with continues second derivative for bump mapping

	// scalar: 3 add

	float3 p = p0 + f;

	// scalar: 3 mad

	// TODO: need reverse???

	float4 NoiseSample = tex::lookup_float4(PerlinNoise3DTexture, p / Extent + 0.5f / Extent);	// +0.5f to get rid of bilinear offset


	// reconstruct from 8bit (using mad with 2 constants and dot4 was same instruction count)

	// scalar: 4 mad, 3 mul, 3 add 

	float3 n = float3(NoiseSample.x, NoiseSample.y, NoiseSample.z) * 255.0f / 127.0f - 1.0f;

	float d = NoiseSample.w * 255.f - 127;

	return math::dot(xyz, n) - d;

}


// Perlin-style "Modified Noise"
// http://www.umbc.edu/~olano/papers/index.html#mNoise
// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D
// @param bTiling = repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension
// @return random number in the range -1 .. 1
float GradientNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)

{

	SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);



	float rand000 = MGradient(int(seeds.seed000), seeds.fv - float3(0, 0, 0)).w;

	float rand100 = MGradient(int(seeds.seed100), seeds.fv - float3(1, 0, 0)).w;

	float rand010 = MGradient(int(seeds.seed010), seeds.fv - float3(0, 1, 0)).w;

	float rand110 = MGradient(int(seeds.seed110), seeds.fv - float3(1, 1, 0)).w;

	float rand001 = MGradient(int(seeds.seed001), seeds.fv - float3(0, 0, 1)).w;

	float rand101 = MGradient(int(seeds.seed101), seeds.fv - float3(1, 0, 1)).w;

	float rand011 = MGradient(int(seeds.seed011), seeds.fv - float3(0, 1, 1)).w;

	float rand111 = MGradient(int(seeds.seed111), seeds.fv - float3(1, 1, 1)).w;



	float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));



	float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);

	float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);

	return math::lerp(i, j, Weights.z);

}



// 3D value noise - used to be incorrectly called Perlin noise

// @param v = 3D noise argument, use float3(x,y,0) for 2D or float3(x,0,0) for 1D

// @param bTiling = repeat noise pattern

// @param RepeatSize = integer units before tiling in each dimension

// @return random number in the range -1 .. 1

float ValueNoise3D_ALU(float3 v, bool bTiling, float RepeatSize)
{
	SeedValue seeds = NoiseSeeds(v, bTiling, RepeatSize);


	float rand000 = RandBBSfloat(seeds.seed000) * 2 - 1;

	float rand100 = RandBBSfloat(seeds.seed100) * 2 - 1;

	float rand010 = RandBBSfloat(seeds.seed010) * 2 - 1;

	float rand110 = RandBBSfloat(seeds.seed110) * 2 - 1;

	float rand001 = RandBBSfloat(seeds.seed001) * 2 - 1;

	float rand101 = RandBBSfloat(seeds.seed101) * 2 - 1;

	float rand011 = RandBBSfloat(seeds.seed011) * 2 - 1;

	float rand111 = RandBBSfloat(seeds.seed111) * 2 - 1;

	

	float4 Weights = PerlinRamp(float4(seeds.fv.x, seeds.fv.y, seeds.fv.z, 0));

	

	float i = math::lerp(math::lerp(rand000, rand100, Weights.x), math::lerp(rand010, rand110, Weights.x), Weights.y);

	float j = math::lerp(math::lerp(rand001, rand101, Weights.x), math::lerp(rand011, rand111, Weights.x), Weights.y);

	return math::lerp(i, j, Weights.z);

}


// 3D jitter offset within a voronoi noise cell
// @param pos - integer lattice corner
// @return random offsets vector
float3 VoronoiCornerSample(float3 pos, int Quality)
{
	// random values in [-0.5, 0.5]

	float3 noise = float3(Rand3DPCG16(int3(pos))) / 0xffff - 0.5;


	// quality level 1 or 2: searches a 2x2x2 neighborhood with points distributed on a sphere

	// scale factor to guarantee jittered points will be found within a 2x2x2 search

	if (Quality <= 2)

	{

		return math::normalize(noise) * 0.2588;

	}


	// quality level 3: searches a 3x3x3 neighborhood with points distributed on a sphere

	// scale factor to guarantee jittered points will be found within a 3x3x3 search

	if (Quality == 3)

	{

		return math::normalize(noise) * 0.3090;

	}


	// quality level 4: jitter to anywhere in the cell, needs 4x4x4 search

	return noise;

}


// compare previous best with a new candidate
// not producing point locations makes it easier for compiler to eliminate calculations when they're not needed
// @param minval = location and distance of best candidate seed point before the new one
// @param candidate = candidate seed point
// @param offset = 3D offset to new candidate seed point
// @param bDistanceOnly = if true, only set maxval.w with distance, otherwise maxval.w is distance and maxval.xyz is position
// @return position (if bDistanceOnly is false) and distance to closest seed point so far
float4 VoronoiCompare(float4 minval, float3 candidate, float3 offset, bool bDistanceOnly)
{
	if (bDistanceOnly)

	{

		return float4(0, 0, 0, math::min(minval.w, math::dot(offset, offset)));

	}

	else

	{

		float newdist = math::dot(offset, offset);

		return newdist > minval.w ? minval : float4(candidate.x, candidate.y, candidate.z, newdist);

	}

}


// 220 instruction Worley noise
float4 VoronoiNoise3D_ALU(float3 v, int Quality, bool bTiling, float RepeatSize, bool bDistanceOnly)

{

	float3 fv = math::frac(v),  fv2 = math::frac(v + 0.5);

	float3 iv = math::floor(v), iv2 = math::floor(v + 0.5);



	// with initial minimum distance = infinity (or at least bigger than 4), first min is optimized away

	float4 mindist = float4(0,0,0,100);

	float3 p, offset;



	// quality level 3: do a 3x3x3 search

	if (Quality == 3)

	{

		int offset_x;
		int offset_y;

		int offset_z;

		for (offset_x = -1; offset_x <= 1; ++offset_x)

		{

			for (offset_y = -1; offset_y <= 1; ++offset_y)

			{

				for (offset_z = -1; offset_z <= 1; ++offset_z)

				{

					offset = float3(offset_x, offset_y, offset_z);

					p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize), Quality);

					mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);

				}

			}

		}

	}


	// everybody else searches a base 2x2x2 neighborhood

	else

	{

		int offset_x;

		int offset_y;

		int offset_z;

		for (offset_x = 0; offset_x <= 1; ++offset_x)

		{

			for (offset_y = 0; offset_y <= 1; ++offset_y)

			{

				for (offset_z = 0; offset_z <= 1; ++offset_z)

				{

					offset = float3(offset_x, offset_y, offset_z);

					p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);

					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);


					// quality level 2, do extra set of points, offset by half a cell

					if (Quality == 2)

					{

						// 467 is just an offset to a different area in the random number field to avoid similar neighbor artifacts

						p = offset + VoronoiCornerSample(NoiseTileWrap(iv2 + offset, bTiling, RepeatSize) + 467, Quality);

						mindist = VoronoiCompare(mindist, iv2 + p, fv2 - p, bDistanceOnly);

					}

				}

			}

		}

	}


	// quality level 4: add extra sets of four cells in each direction

	if (Quality >= 4)

	{

		int offset_x;

		int offset_y;

		int offset_z;	

		for (offset_x = -1; offset_x <= 2; offset_x += 3)

		{

			for (offset_y = 0; offset_y <= 1; ++offset_y)

			{

				for (offset_z = 0; offset_z <= 1; ++offset_z)

				{

					offset = float3(offset_x, offset_y, offset_z);

					// along x axis

					p = offset + VoronoiCornerSample(NoiseTileWrap(iv + offset, bTiling, RepeatSize), Quality);

					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);


					// along y axis

					p = float3(offset.y, offset.z, offset.x) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.y, offset.z, offset.x), bTiling, RepeatSize), Quality);

					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);


					// along z axis

					p = float3(offset.z, offset.x, offset.y) + VoronoiCornerSample(NoiseTileWrap(iv + float3(offset.z, offset.x, offset.y), bTiling, RepeatSize), Quality);

					mindist = VoronoiCompare(mindist, iv + p, fv - p, bDistanceOnly);

				}

			}

		}

	}


	// transform squared distance to real distance

	return float4(mindist.x, mindist.y, mindist.z, math::sqrt(mindist.w));

}


// Coordinates for corners of a Simplex tetrahedron
// Based on McEwan et al., Efficient computation of noise in GLSL, JGT 2011
// @param v = 3D noise argument
// @return 4 corner locations
float4x3 SimplexCorners(float3 v)
{
	// find base corner by skewing to tetrahedral space and back

	float3 tet = math::floor(v + v.x/3 + v.y/3 + v.z/3);

	float3 base = tet - tet.x/6 - tet.y/6 - tet.z/6;

	float3 f = v - base;


	// Find offsets to other corners (McEwan did this in tetrahedral space,

	// but since skew is along x=y=z axis, this works in Euclidean space too.)

	float3 g = math::step(float3(f.y,f.z,f.x), float3(f.x,f.y,f.z)), h = 1 - float3(g.z, g.x, g.y);

	float3 a1 = math::min(g, h) - 1.0 / 6.0, a2 = math::max(g, h) - 1.0 / 3.0;


	// four corners

	return float4x3(base, base + a1, base + a2, base + 0.5);

}


// Improved smoothing function for simplex noise
// @param f = fractional distance to four tetrahedral corners
// @return weight for each corner
float4 SimplexSmooth(float4x3 f)
{
	const float scale = 1024. / 375.;	// scale factor to make noise -1..1

	float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));

	float4 s = math::saturate(2 * d);

	return (1 * scale + s*(-3 * scale + s*(3 * scale - s*scale)));

}


// Derivative of simplex noise smoothing function
// @param f = fractional distanc eto four tetrahedral corners
// @return derivative of smoothing function for each corner by x, y and z
float3x4 SimplexDSmooth(float4x3 f)
{
	const float scale = 1024. / 375.;	// scale factor to make noise -1..1

	float4 d = float4(math::dot(f[0], f[0]), math::dot(f[1], f[1]), math::dot(f[2], f[2]), math::dot(f[3], f[3]));

	float4 s = math::saturate(2 * d);

	s = -12 * scale + s*(24 * scale - s * 12 * scale);


	return float3x4(

		s * float4(f[0][0], f[1][0], f[2][0], f[3][0]),

		s * float4(f[0][1], f[1][1], f[2][1], f[3][1]),

		s * float4(f[0][2], f[1][2], f[2][2], f[3][2]));

}


// Simplex noise and its Jacobian derivative
// @param v = 3D noise argument
// @param bTiling = whether to repeat noise pattern
// @param RepeatSize = integer units before tiling in each dimension, must be a multiple of 3
// @return float3x3 Jacobian in J[*].xyz, vector noise in J[*].w
//     J[0].w, J[1].w, J[2].w is a Perlin-style simplex noise with vector output, e.g. (Nx, Ny, Nz)
//     J[i].x is X derivative of the i'th component of the noise so J[2].x is dNz/dx
// You can use this to compute the noise, gradient, curl, or divergence:
//   float3x4 J = JacobianSimplex_ALU(...);

//   float3 VNoise = float3(J[0].w, J[1].w, J[2].w);	// 3D noise

//   float3 Grad = J[0].xyz;							// gradient of J[0].w

//   float3 Curl = float3(J[1][2]-J[2][1], J[2][0]-J[0][2], J[0][1]-J[1][2]);

//   float Div = J[0][0]+J[1][1]+J[2][2];

// All of these are confirmed to compile out all unneeded terms.

// So Grad of X doesn't compute Y or Z components, and VNoise doesn't do any of the derivative computation.

float3x4 JacobianSimplex_ALU(float3 v, bool bTiling, float RepeatSize)
{
	int3 MGradientMask = int3(0x8000, 0x4000, 0x2000);

	float3 MGradientScale = float3(1. / 0x4000, 1. / 0x2000, 1. / 0x1000);


	// corners of tetrahedron

	float4x3 T = SimplexCorners(v);

	// TODO: uint3

	int3 rand = int3(0);

	float4x3 gvec0 = float4x3(1.0);

	float4x3 gvec1 = float4x3(1.0);

	float4x3 gvec2 = float4x3(1.0);

	float4x3 fv = float4x3(1.0);

	float3x4 grad = float3x4(1.0);


	// processing of tetrahedral vertices, unrolled

	// to compute gradient at each corner

	fv[0] = v - T[0];

	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[0] + 0.5, bTiling, RepeatSize))));

	gvec0[0] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;

	gvec1[0] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;

	gvec2[0] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;

	grad[0][0] = math::dot(gvec0[0], fv[0]);

	grad[1][0] = math::dot(gvec1[0], fv[0]);

	grad[2][0] = math::dot(gvec2[0], fv[0]);


	fv[1] = v - T[1];

	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[1] + 0.5, bTiling, RepeatSize))));

	gvec0[1] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;

	gvec1[1] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;

	gvec1[1] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;

	grad[0][1] = math::dot(gvec0[1], fv[1]);

	grad[1][1] = math::dot(gvec1[1], fv[1]);

	grad[2][1] = math::dot(gvec2[1], fv[1]);


	fv[2] = v - T[2];

	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[2] + 0.5, bTiling, RepeatSize))));

	gvec0[2] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;

	gvec1[2] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;

	gvec2[2] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;

	grad[0][2] = math::dot(gvec0[2], fv[2]);

	grad[1][2] = math::dot(gvec1[2], fv[2]);

	grad[2][2] = math::dot(gvec2[2], fv[2]);


	fv[3] = v - T[3];

	rand = Rand3DPCG16(int3(math::floor(NoiseTileWrap(6 * T[3] + 0.5, bTiling, RepeatSize))));

	gvec0[3] = float3(int3(rand.x,rand.x,rand.x) & MGradientMask) * MGradientScale - 1;

	gvec1[3] = float3(int3(rand.y,rand.y,rand.y) & MGradientMask) * MGradientScale - 1;

	gvec2[3] = float3(int3(rand.z,rand.z,rand.z) & MGradientMask) * MGradientScale - 1;

	grad[0][3] = math::dot(gvec0[3], fv[3]);

	grad[1][3] = math::dot(gvec1[3], fv[3]);

	grad[2][3] = math::dot(gvec2[3], fv[3]);


	// blend gradients

	float4 sv = SimplexSmooth(fv);

	float3x4 ds = SimplexDSmooth(fv);


	float3x4 jacobian = float3x4(1.0);

	float3 vec0 = gvec0*sv + grad[0]*ds; // NOTE: mdl is column major, convert from UE4 (row major)

	jacobian[0] = float4(vec0.x, vec0.y, vec0.z, math::dot(sv, grad[0]));

	float3 vec1 = gvec1*sv + grad[1]*ds;

	jacobian[1] = float4(vec1.x, vec1.y, vec1.z, math::dot(sv, grad[1]));

	float3 vec2 = gvec2*sv + grad[2]*ds;

	jacobian[2] = float4(vec2.x, vec2.y, vec2.z, math::dot(sv, grad[2]));


	return jacobian;

}


// While RepeatSize is a float here, the expectation is that it would be largely integer values coming in from the UI. The downstream logic assumes
// floats for all called functions (NoiseTileWrap) and this prevents any float-to-int conversion errors from automatic type conversion.
float Noise3D_Multiplexer(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, int Function, float3 Position, int Quality, bool bTiling, float RepeatSize)

{

	// verified, HLSL compiled out the switch if Function is a constant

	switch(Function)

	{

		case 0:

			return SimplexNoise3D_TEX(PerlinNoiseGradientTexture, Position);
		case 1:

			return GradientNoise3D_TEX(PerlinNoiseGradientTexture, Position, bTiling, RepeatSize);

		case 2:

			return FastGradientPerlinNoise3D_TEX(PerlinNoise3DTexture, Position);

		case 3:

			return GradientNoise3D_ALU(Position, bTiling, RepeatSize);

		case 4:

			return ValueNoise3D_ALU(Position, bTiling, RepeatSize);

		case 5:

			return VoronoiNoise3D_ALU(Position, Quality, bTiling, RepeatSize, true).w * 2.0 - 1.0;

	}

	return 0;

}

//----------------------------------------------------------


export float noise(uniform texture_2d PerlinNoiseGradientTexture, uniform texture_3d PerlinNoise3DTexture, float3 Position, float Scale, float Quality, float Function, float Turbulence, float Levels, float OutputMin, float OutputMax, float LevelScale, float FilterWidth, float Tiling, float RepeatSize)
[[
    anno::description("Noise"),

    anno::noinline()

]]

{

	Position *= Scale;

	FilterWidth *= Scale;


	float Out = 0.0f;

	float OutScale = 1.0f;

	float InvLevelScale = 1.0f / LevelScale;

	

	int iFunction(Function);

	int iQuality(Quality);

	int iLevels(Levels);

	bool bTurbulence(Turbulence);

	bool bTiling(Tiling);

	

	for(int i = 0; i < iLevels; ++i)

	{

		// fade out noise level that are too high frequent (not done through dynamic branching as it usually requires gradient instructions)

		OutScale *= math::saturate(1.0 - FilterWidth);


		if(bTurbulence)

		{

			Out += math::abs(Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize)) * OutScale;

		}

		else

		{

			Out += Noise3D_Multiplexer(PerlinNoiseGradientTexture, PerlinNoise3DTexture, iFunction, Position, iQuality, bTiling, RepeatSize) * OutScale;

		}


		Position *= LevelScale;

		RepeatSize *= LevelScale;

		OutScale *= InvLevelScale;

		FilterWidth *= LevelScale;

	}


	if(!bTurbulence)

	{

		// bring -1..1 to 0..1 range

		Out = Out * 0.5f + 0.5f;

	}


	// Out is in 0..1 range

	return math::lerp(OutputMin, OutputMax, Out);

}


// Material node for noise functions returning a vector value
// @param LevelScale usually 2 but higher values allow efficient use of few levels
// @return in user defined range (OutputMin..OutputMax)
export float4 vector4_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)

[[

    anno::description("Vector Noise"),

    anno::noinline()

]]

{

	float4 result = float4(0,0,0,1);

	float3 ret = float3(0);

	int iQuality = int(Quality);

	int iFunction = int(Function);

	bool bTiling = Tiling > 0.0;

	

	float3x4 Jacobian = JacobianSimplex_ALU(Position, bTiling, TileSize);	// compiled out if not used

	// verified, HLSL compiled out the switch if Function is a constant

	switch (iFunction)

	{

	case 0:	// Cellnoise

		ret = float3(Rand3DPCG16(int3(math::floor(NoiseTileWrap(Position, bTiling, TileSize))))) / 0xffff;

		result = float4(ret.x, ret.y, ret.z, 1);

		break;

	case 1: // Color noise

		ret = float3(Jacobian[0].w, Jacobian[1].w, Jacobian[2].w);

		result = float4(ret.x, ret.y, ret.z, 1);

		break;

	case 2: // Gradient

		result = Jacobian[0];

		break;

	case 3: // Curl

		ret = float3(Jacobian[2][1] - Jacobian[1][2], Jacobian[0][2] - Jacobian[2][0], Jacobian[1][0] - Jacobian[0][1]);

		result = float4(ret.x, ret.y, ret.z, 1);

		break;

	case 4: // Voronoi

		result = VoronoiNoise3D_ALU(Position, iQuality, bTiling, TileSize, false);

		break;

	}

	return result;

}


export float3 vector3_noise(float3 Position, float Quality, float Function, float Tiling, float TileSize)

[[

    anno::description("Vector Noise float3 version"),

    anno::noinline()

]]

{

	float4 noise = vector4_noise(Position, Quality, Function, Tiling, TileSize);
	return float3(noise.x, noise.y, noise.z);

}



// workaround for ue4 fresnel (without supporting for camera vector) : replacing it with 0.0, means facing to the view
export float fresnel(float exponent [[anno::unused()]], float base_reflect_fraction [[anno::unused()]], float3 normal [[anno::unused()]])
[[
    anno::description("Fresnel"),

    anno::noinline()

]]

{

	return 0.0;

}


export float fresnel_function(float3 normal_vector [[anno::unused()]], float3 camera_vector [[anno::unused()]], 

                                bool invert_fresnel [[anno::unused()]], float power [[anno::unused()]], 
                                bool use_cheap_contrast [[anno::unused()]], float cheap_contrast_dark [[anno::unused()]], float cheap_contrast_bright [[anno::unused()]], 

                                bool clamp_fresnel_dot_product [[anno::unused()]])

[[

    anno::description("Fresnel Function"),

    anno::noinline()

]]

{

	return 0.0;

}


export float3 camera_vector()

[[

    anno::description("Camera Vector"),

    anno::noinline()

]]

{

	// assume camera postion is 0,0,0

	return math::normalize(float3(0) - state::transform_point(state::coordinate_internal,state::coordinate_world,state::position()));
}

export float pixel_depth()

[[

    anno::description("Pixel Depth"),

    anno::noinline()

]]

{

	return 256.0f;

}



export float scene_depth()
[[
    anno::description("Scene Depth")

]]

{

	return 65500.0f;

}


export float3 scene_color()

[[

    anno::description("Scene Color")

]]

{

	return float3(1.0f);

}



export float4 vertex_color()
[[
    anno::description("Vertex Color"),

    anno::noinline()

]]

{

	return float4(1.0f);

}


export float4 vertex_color_from_coordinate(int VertexColorCoordinateIndex)

[[

    anno::description("Vertex Color for float2 PrimVar"),

    anno::noinline()

]]

{

	// Kit only supports 4 uv sets, 2 uvs are available to vertex color. if vertex color index is invalid, output the constant WHITE color intead

	return (VertexColorCoordinateIndex > 2) ? float4(1.0f) : float4(state::texture_coordinate(VertexColorCoordinateIndex).x, state::texture_coordinate(VertexColorCoordinateIndex).y, state::texture_coordinate(VertexColorCoordinateIndex+1).x, state::texture_coordinate(VertexColorCoordinateIndex+1).y);

}



export float3 camera_position()
[[
    anno::description("Camera Position"),

    anno::noinline()

]]

{

	return float3(1000.0f, 0, 0);

}


export float3 rotate_about_axis(float4 NormalizedRotationAxisAndAngle, float3 PositionOnAxis, float3 Position)
[[
    anno::description("Rotates Position about the given axis by the given angle")

]]

{

	// Project Position onto the rotation axis and find the closest point on the axis to Position

	float3 NormalizedRotationAxis = float3(NormalizedRotationAxisAndAngle.x,NormalizedRotationAxisAndAngle.y,NormalizedRotationAxisAndAngle.z);

	float3 ClosestPointOnAxis = PositionOnAxis + NormalizedRotationAxis * math::dot(NormalizedRotationAxis, Position - PositionOnAxis);

	// Construct orthogonal axes in the plane of the rotation

	float3 UAxis = Position - ClosestPointOnAxis;

	float3 VAxis = math::cross(NormalizedRotationAxis, UAxis);

	float[2] SinCosAngle = math::sincos(NormalizedRotationAxisAndAngle.w);

	// Rotate using the orthogonal axes

	float3 R = UAxis * SinCosAngle[1] + VAxis * SinCosAngle[0];

	// Reconstruct the rotated world space position

	float3 RotatedPosition = ClosestPointOnAxis + R;

	// Convert from position to a position offset

	return RotatedPosition - Position;

}


export float2 rotate_scale_offset_texcoords(float2 InTexCoords, float4 InRotationScale, float2 InOffset)

[[

    anno::description("Returns a float2 texture coordinate after 2x2 transform and offset applied")

]]

{

	return float2(math::dot(InTexCoords, float2(InRotationScale.x, InRotationScale.y)), math::dot(InTexCoords, float2(InRotationScale.z, InRotationScale.w))) + InOffset;

}



export float3 reflection_custom_world_normal(float3 WorldNormal, bool bNormalizeInputNormal)
[[
    anno::description("Reflection vector about the specified world space normal")

]]

{

	if (bNormalizeInputNormal)

	{

		WorldNormal = math::normalize(WorldNormal);

	}


	return -camera_vector() + WorldNormal * math::dot(WorldNormal, camera_vector()) * 2.0;

}


export float3 reflection_vector()

[[

    anno::description("Reflection Vector"),

    anno::noinline()

]]

{

    float3 normal = state::transform_normal(state::coordinate_internal,state::coordinate_world,state::normal());
	return reflection_custom_world_normal(normal, false);

}


export float dither_temporalAA(float AlphaThreshold = 0.5f, float Random = 1.0f [[anno::unused()]])

[[

    anno::description("Dither TemporalAA"),

    anno::noinline()

]]

{

	return AlphaThreshold;

}