text: // From https://github.com/hughsk/glsl-noise
  
  export default /* glsl */`
  //
  // GLSL textureless classic 4D noise "cnoise",
  // with an RSL-style periodic variant "pnoise".
  // Author:  Stefan Gustavson (stefan.gustavson@liu.se)
  // Version: 2011-08-22
  //
  // Many thanks to Ian McEwan of Ashima Arts for the
  // ideas for permutation and gradient selection.
  //
  // Copyright (c) 2011 Stefan Gustavson. All rights reserved.
  // Distributed under the MIT license. See LICENSE file.
  // https://github.com/ashima/webgl-noise
  //
  
  vec4 mod289(vec4 x)
  {
    return x - floor(x * (1.0 / 289.0)) * 289.0;
  }
  
  vec4 permute(vec4 x)
  {
    return mod289(((x*34.0)+1.0)*x);
  }
  
  vec4 taylorInvSqrt(vec4 r)
  {
    return 1.79284291400159 - 0.85373472095314 * r;
  }
  
  vec4 fade(vec4 t) {
    return t*t*t*(t*(t*6.0-15.0)+10.0);
  }
  
  // Classic Perlin noise, periodic version
  float pnoise(vec4 P, vec4 rep)
  {
    vec4 Pi0 = mod(floor(P), rep); // Integer part modulo rep
    vec4 Pi1 = mod(Pi0 + 1.0, rep); // Integer part + 1 mod rep
    Pi0 = mod289(Pi0);
    Pi1 = mod289(Pi1);
    vec4 Pf0 = fract(P); // Fractional part for interpolation
    vec4 Pf1 = Pf0 - 1.0; // Fractional part - 1.0
    vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
    vec4 iy = vec4(Pi0.yy, Pi1.yy);
    vec4 iz0 = vec4(Pi0.zzzz);
    vec4 iz1 = vec4(Pi1.zzzz);
    vec4 iw0 = vec4(Pi0.wwww);
    vec4 iw1 = vec4(Pi1.wwww);
  
    vec4 ixy = permute(permute(ix) + iy);
    vec4 ixy0 = permute(ixy + iz0);
    vec4 ixy1 = permute(ixy + iz1);
    vec4 ixy00 = permute(ixy0 + iw0);
    vec4 ixy01 = permute(ixy0 + iw1);
    vec4 ixy10 = permute(ixy1 + iw0);
    vec4 ixy11 = permute(ixy1 + iw1);
  
    vec4 gx00 = ixy00 * (1.0 / 7.0);
    vec4 gy00 = floor(gx00) * (1.0 / 7.0);
    vec4 gz00 = floor(gy00) * (1.0 / 6.0);
    gx00 = fract(gx00) - 0.5;
    gy00 = fract(gy00) - 0.5;
    gz00 = fract(gz00) - 0.5;
    vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00);
    vec4 sw00 = step(gw00, vec4(0.0));
    gx00 -= sw00 * (step(0.0, gx00) - 0.5);
    gy00 -= sw00 * (step(0.0, gy00) - 0.5);
  
    vec4 gx01 = ixy01 * (1.0 / 7.0);
    vec4 gy01 = floor(gx01) * (1.0 / 7.0);
    vec4 gz01 = floor(gy01) * (1.0 / 6.0);
    gx01 = fract(gx01) - 0.5;
    gy01 = fract(gy01) - 0.5;
    gz01 = fract(gz01) - 0.5;
    vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01);
    vec4 sw01 = step(gw01, vec4(0.0));
    gx01 -= sw01 * (step(0.0, gx01) - 0.5);
    gy01 -= sw01 * (step(0.0, gy01) - 0.5);
  
    vec4 gx10 = ixy10 * (1.0 / 7.0);
    vec4 gy10 = floor(gx10) * (1.0 / 7.0);
    vec4 gz10 = floor(gy10) * (1.0 / 6.0);
    gx10 = fract(gx10) - 0.5;
    gy10 = fract(gy10) - 0.5;
    gz10 = fract(gz10) - 0.5;
    vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10);
    vec4 sw10 = step(gw10, vec4(0.0));
    gx10 -= sw10 * (step(0.0, gx10) - 0.5);
    gy10 -= sw10 * (step(0.0, gy10) - 0.5);
  
    vec4 gx11 = ixy11 * (1.0 / 7.0);
    vec4 gy11 = floor(gx11) * (1.0 / 7.0);
    vec4 gz11 = floor(gy11) * (1.0 / 6.0);
    gx11 = fract(gx11) - 0.5;
    gy11 = fract(gy11) - 0.5;
    gz11 = fract(gz11) - 0.5;
    vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11);
    vec4 sw11 = step(gw11, vec4(0.0));
    gx11 -= sw11 * (step(0.0, gx11) - 0.5);
    gy11 -= sw11 * (step(0.0, gy11) - 0.5);
  
    vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x);
    vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y);
    vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z);
    vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w);
    vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x);
    vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y);
    vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z);
    vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w);
    vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x);
    vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y);
    vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z);
    vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w);
    vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x);
    vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y);
    vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z);
    vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w);
  
    vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100)));
    g0000 *= norm00.x;
    g0100 *= norm00.y;
    g1000 *= norm00.z;
    g1100 *= norm00.w;
  
    vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101)));
    g0001 *= norm01.x;
    g0101 *= norm01.y;
    g1001 *= norm01.z;
    g1101 *= norm01.w;
  
    vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110)));
    g0010 *= norm10.x;
    g0110 *= norm10.y;
    g1010 *= norm10.z;
    g1110 *= norm10.w;
  
    vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111)));
    g0011 *= norm11.x;
    g0111 *= norm11.y;
    g1011 *= norm11.z;
    g1111 *= norm11.w;
  
    float n0000 = dot(g0000, Pf0);
    float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw));
    float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw));
    float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw));
    float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w));
    float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w));
    float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w));
    float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w));
    float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w));
    float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w));
    float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w));
    float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w));
    float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw));
    float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw));
    float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw));
    float n1111 = dot(g1111, Pf1);
  
    vec4 fade_xyzw = fade(Pf0);
    vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w);
    vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w);
    vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z);
    vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y);
    float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x);
    return 2.2 * n_xyzw;
  }
  `;
  