Fix perlin and simplex noises to return normalized value to range 0-1
#3154
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@@ -114,7 +114,7 @@ namespace
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Float2 fade_xy = PerlinNoiseFade(Float2(Pf));
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Float2 n_x = Float2::Lerp(Float2(n00, n01), Float2(n10, n11), fade_xy.X);
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float n_xy = Math::Lerp(n_x.X, n_x.Y, fade_xy.Y);
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return Math::Saturate(2.3f * n_xy);
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return Math::Saturate(n_xy * 2.136f + 0.5f); // Rescale to [0;1]
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}
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}
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@@ -169,7 +169,7 @@ float Noise::SimplexNoise(const Float2& p)
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float gx = a0.X * x0.X + h.X * x0.Y;
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Float2 gyz = Float2(a0.Y, a0.Z) * Float2(x12.X, x12.Z) + Float2(h.Y, h.Z) * Float2(x12.Y, x12.W);
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Float3 g(gx, gyz.X, gyz.Y);
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return Math::Saturate(130.0f * Float3::Dot(m, g));
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return Math::Saturate(Float3::Dot(m, g) * 71.428f + 0.5f); // Rescale to [0;1]
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}
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Float2 Noise::WorleyNoise(const Float2& p)
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