create a 2d tileable noise function for the given width and height . concode_field_sep int[] p concode_elem_sep int DEFAULT_SAMPLE_SIZE concode_elem_sep int N concode_elem_sep int B concode_elem_sep int DEFAULT_SEED concode_elem_sep int BM concode_elem_sep int[] p_imp concode_elem_sep float[] g1 concode_elem_sep float[][] g2 concode_elem_sep float[][] g3 concode_field_sep float tileableTurbulence2 concode_elem_sep float turbulence3 concode_elem_sep double lerp concode_elem_sep float lerp concode_elem_sep float tileableNoise3 concode_elem_sep float fmod concode_elem_sep float tileableTurbulence3 concode_elem_sep double fade concode_elem_sep float tileableNoise1 concode_elem_sep void normalize2 concode_elem_sep float noise1 concode_elem_sep void normalize3 concode_elem_sep void initPerlin1 concode_elem_sep float sCurve concode_elem_sep float noise2 concode_elem_sep double imporvedTurbulence concode_elem_sep float turbulence2 concode_elem_sep float noise3 concode_elem_sep float noise3 concode_elem_sep double improvedNoise concode_elem_sep double grad
float function ( float arg0 , float arg1 , float arg2 , float arg3 ) { return ( noise2 ( arg0 , arg1 ) * ( arg2 - arg0 ) * ( arg3 - arg1 ) + noise2 ( arg0 - arg2 , arg1 ) * arg0 * ( arg3 - arg1 ) + noise2 ( arg0 , arg1 - arg3 ) * ( arg2 - arg0 ) * arg1 + noise2 ( arg0 - arg2 , arg1 - arg3 ) * arg0 * arg1 ) / ( arg2 * arg3 ) ; }