(function () {
  "use strict";

  var F2 = 0.5 * (Math.sqrt(3.0) - 1.0);
  var G2 = (3.0 - Math.sqrt(3.0)) / 6.0;
  var F3 = 1.0 / 3.0;
  var G3 = 1.0 / 6.0;
  var F4 = (Math.sqrt(5.0) - 1.0) / 4.0;
  var G4 = (5.0 - Math.sqrt(5.0)) / 20.0;

  function SimplexNoise(randomOrSeed) {
    var random;
    if (typeof randomOrSeed == "function") {
      random = randomOrSeed;
    } else if (randomOrSeed) {
      random = alea(randomOrSeed);
    } else {
      random = Math.random;
    }
    this.p = buildPermutationTable(random);
    this.perm = new Uint8Array(512);
    this.permMod12 = new Uint8Array(512);
    for (var i = 0; i < 512; i++) {
      this.perm[i] = this.p[i & 255];
      this.permMod12[i] = this.perm[i] % 12;
    }
  }
  SimplexNoise.prototype = {
    grad3: new Float32Array([
      1, 1, 0, -1, 1, 0, 1, -1, 0,

      -1, -1, 0, 1, 0, 1, -1, 0, 1,

      1, 0, -1, -1, 0, -1, 0, 1, 1,

      0, -1, 1, 0, 1, -1, 0, -1, -1,
    ]),
    grad4: new Float32Array([
      0, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1, -1, 0, -1, 1, 1, 0, -1, 1,
      -1, 0, -1, -1, 1, 0, -1, -1, -1, 1, 0, 1, 1, 1, 0, 1, -1, 1, 0, -1, 1, 1,
      0, -1, -1, -1, 0, 1, 1, -1, 0, 1, -1, -1, 0, -1, 1, -1, 0, -1, -1, 1, 1,
      0, 1, 1, 1, 0, -1, 1, -1, 0, 1, 1, -1, 0, -1, -1, 1, 0, 1, -1, 1, 0, -1,
      -1, -1, 0, 1, -1, -1, 0, -1, 1, 1, 1, 0, 1, 1, -1, 0, 1, -1, 1, 0, 1, -1,
      -1, 0, -1, 1, 1, 0, -1, 1, -1, 0, -1, -1, 1, 0, -1, -1, -1, 0,
    ]),
    noise2D: function (xin, yin) {
      var permMod12 = this.permMod12;
      var perm = this.perm;
      var grad3 = this.grad3;
      var n0 = 0;
      var n1 = 0;
      var n2 = 0;

      var s = (xin + yin) * F2;
      var i = Math.floor(xin + s);
      var j = Math.floor(yin + s);
      var t = (i + j) * G2;
      var X0 = i - t;
      var Y0 = j - t;
      var x0 = xin - X0;
      var y0 = yin - Y0;

      var i1, j1;
      if (x0 > y0) {
        i1 = 1;
        j1 = 0;
      } else {
        i1 = 0;
        j1 = 1;
      }

      var x1 = x0 - i1 + G2;
      var y1 = y0 - j1 + G2;
      var x2 = x0 - 1.0 + 2.0 * G2;
      var y2 = y0 - 1.0 + 2.0 * G2;

      var ii = i & 255;
      var jj = j & 255;

      var t0 = 0.5 - x0 * x0 - y0 * y0;
      if (t0 >= 0) {
        var gi0 = permMod12[ii + perm[jj]] * 3;
        t0 *= t0;
        n0 = t0 * t0 * (grad3[gi0] * x0 + grad3[gi0 + 1] * y0);
      }
      var t1 = 0.5 - x1 * x1 - y1 * y1;
      if (t1 >= 0) {
        var gi1 = permMod12[ii + i1 + perm[jj + j1]] * 3;
        t1 *= t1;
        n1 = t1 * t1 * (grad3[gi1] * x1 + grad3[gi1 + 1] * y1);
      }
      var t2 = 0.5 - x2 * x2 - y2 * y2;
      if (t2 >= 0) {
        var gi2 = permMod12[ii + 1 + perm[jj + 1]] * 3;
        t2 *= t2;
        n2 = t2 * t2 * (grad3[gi2] * x2 + grad3[gi2 + 1] * y2);
      }

      return 70.0 * (n0 + n1 + n2);
    },

    noise3D: function (xin, yin, zin) {
      var permMod12 = this.permMod12;
      var perm = this.perm;
      var grad3 = this.grad3;
      var n0, n1, n2, n3;

      var s = (xin + yin + zin) * F3;
      var i = Math.floor(xin + s);
      var j = Math.floor(yin + s);
      var k = Math.floor(zin + s);
      var t = (i + j + k) * G3;
      var X0 = i - t;
      var Y0 = j - t;
      var Z0 = k - t;
      var x0 = xin - X0;
      var y0 = yin - Y0;
      var z0 = zin - Z0;

      var i1, j1, k1;
      var i2, j2, k2;
      if (x0 >= y0) {
        if (y0 >= z0) {
          i1 = 1;
          j1 = 0;
          k1 = 0;
          i2 = 1;
          j2 = 1;
          k2 = 0;
        } else if (x0 >= z0) {
          i1 = 1;
          j1 = 0;
          k1 = 0;
          i2 = 1;
          j2 = 0;
          k2 = 1;
        } else {
          i1 = 0;
          j1 = 0;
          k1 = 1;
          i2 = 1;
          j2 = 0;
          k2 = 1;
        }
      } else {
        if (y0 < z0) {
          i1 = 0;
          j1 = 0;
          k1 = 1;
          i2 = 0;
          j2 = 1;
          k2 = 1;
        } else if (x0 < z0) {
          i1 = 0;
          j1 = 1;
          k1 = 0;
          i2 = 0;
          j2 = 1;
          k2 = 1;
        } else {
          i1 = 0;
          j1 = 1;
          k1 = 0;
          i2 = 1;
          j2 = 1;
          k2 = 0;
        }
      }

      var x1 = x0 - i1 + G3;
      var y1 = y0 - j1 + G3;
      var z1 = z0 - k1 + G3;
      var x2 = x0 - i2 + 2.0 * G3;
      var y2 = y0 - j2 + 2.0 * G3;
      var z2 = z0 - k2 + 2.0 * G3;
      var x3 = x0 - 1.0 + 3.0 * G3;
      var y3 = y0 - 1.0 + 3.0 * G3;
      var z3 = z0 - 1.0 + 3.0 * G3;

      var ii = i & 255;
      var jj = j & 255;
      var kk = k & 255;

      var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
      if (t0 < 0) n0 = 0.0;
      else {
        var gi0 = permMod12[ii + perm[jj + perm[kk]]] * 3;
        t0 *= t0;
        n0 =
          t0 *
          t0 *
          (grad3[gi0] * x0 + grad3[gi0 + 1] * y0 + grad3[gi0 + 2] * z0);
      }
      var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
      if (t1 < 0) n1 = 0.0;
      else {
        var gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]] * 3;
        t1 *= t1;
        n1 =
          t1 *
          t1 *
          (grad3[gi1] * x1 + grad3[gi1 + 1] * y1 + grad3[gi1 + 2] * z1);
      }
      var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
      if (t2 < 0) n2 = 0.0;
      else {
        var gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]] * 3;
        t2 *= t2;
        n2 =
          t2 *
          t2 *
          (grad3[gi2] * x2 + grad3[gi2 + 1] * y2 + grad3[gi2 + 2] * z2);
      }
      var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
      if (t3 < 0) n3 = 0.0;
      else {
        var gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]] * 3;
        t3 *= t3;
        n3 =
          t3 *
          t3 *
          (grad3[gi3] * x3 + grad3[gi3 + 1] * y3 + grad3[gi3 + 2] * z3);
      }

      return 32.0 * (n0 + n1 + n2 + n3);
    },

    noise4D: function (x, y, z, w) {
      var perm = this.perm;
      var grad4 = this.grad4;

      var n0, n1, n2, n3, n4;

      var s = (x + y + z + w) * F4;
      var i = Math.floor(x + s);
      var j = Math.floor(y + s);
      var k = Math.floor(z + s);
      var l = Math.floor(w + s);
      var t = (i + j + k + l) * G4;
      var X0 = i - t;
      var Y0 = j - t;
      var Z0 = k - t;
      var W0 = l - t;
      var x0 = x - X0;
      var y0 = y - Y0;
      var z0 = z - Z0;
      var w0 = w - W0;

      var rankx = 0;
      var ranky = 0;
      var rankz = 0;
      var rankw = 0;
      if (x0 > y0) rankx++;
      else ranky++;
      if (x0 > z0) rankx++;
      else rankz++;
      if (x0 > w0) rankx++;
      else rankw++;
      if (y0 > z0) ranky++;
      else rankz++;
      if (y0 > w0) ranky++;
      else rankw++;
      if (z0 > w0) rankz++;
      else rankw++;
      var i1, j1, k1, l1;
      var i2, j2, k2, l2;
      var i3, j3, k3, l3;

      i1 = rankx >= 3 ? 1 : 0;
      j1 = ranky >= 3 ? 1 : 0;
      k1 = rankz >= 3 ? 1 : 0;
      l1 = rankw >= 3 ? 1 : 0;

      i2 = rankx >= 2 ? 1 : 0;
      j2 = ranky >= 2 ? 1 : 0;
      k2 = rankz >= 2 ? 1 : 0;
      l2 = rankw >= 2 ? 1 : 0;

      i3 = rankx >= 1 ? 1 : 0;
      j3 = ranky >= 1 ? 1 : 0;
      k3 = rankz >= 1 ? 1 : 0;
      l3 = rankw >= 1 ? 1 : 0;

      var x1 = x0 - i1 + G4;
      var y1 = y0 - j1 + G4;
      var z1 = z0 - k1 + G4;
      var w1 = w0 - l1 + G4;
      var x2 = x0 - i2 + 2.0 * G4;
      var y2 = y0 - j2 + 2.0 * G4;
      var z2 = z0 - k2 + 2.0 * G4;
      var w2 = w0 - l2 + 2.0 * G4;
      var x3 = x0 - i3 + 3.0 * G4;
      var y3 = y0 - j3 + 3.0 * G4;
      var z3 = z0 - k3 + 3.0 * G4;
      var w3 = w0 - l3 + 3.0 * G4;
      var x4 = x0 - 1.0 + 4.0 * G4;
      var y4 = y0 - 1.0 + 4.0 * G4;
      var z4 = z0 - 1.0 + 4.0 * G4;
      var w4 = w0 - 1.0 + 4.0 * G4;

      var ii = i & 255;
      var jj = j & 255;
      var kk = k & 255;
      var ll = l & 255;

      var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0 - w0 * w0;
      if (t0 < 0) n0 = 0.0;
      else {
        var gi0 = (perm[ii + perm[jj + perm[kk + perm[ll]]]] % 32) * 4;
        t0 *= t0;
        n0 =
          t0 *
          t0 *
          (grad4[gi0] * x0 +
            grad4[gi0 + 1] * y0 +
            grad4[gi0 + 2] * z0 +
            grad4[gi0 + 3] * w0);
      }
      var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1 - w1 * w1;
      if (t1 < 0) n1 = 0.0;
      else {
        var gi1 =
          (perm[ii + i1 + perm[jj + j1 + perm[kk + k1 + perm[ll + l1]]]] % 32) *
          4;
        t1 *= t1;
        n1 =
          t1 *
          t1 *
          (grad4[gi1] * x1 +
            grad4[gi1 + 1] * y1 +
            grad4[gi1 + 2] * z1 +
            grad4[gi1 + 3] * w1);
      }
      var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2 - w2 * w2;
      if (t2 < 0) n2 = 0.0;
      else {
        var gi2 =
          (perm[ii + i2 + perm[jj + j2 + perm[kk + k2 + perm[ll + l2]]]] % 32) *
          4;
        t2 *= t2;
        n2 =
          t2 *
          t2 *
          (grad4[gi2] * x2 +
            grad4[gi2 + 1] * y2 +
            grad4[gi2 + 2] * z2 +
            grad4[gi2 + 3] * w2);
      }
      var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3 - w3 * w3;
      if (t3 < 0) n3 = 0.0;
      else {
        var gi3 =
          (perm[ii + i3 + perm[jj + j3 + perm[kk + k3 + perm[ll + l3]]]] % 32) *
          4;
        t3 *= t3;
        n3 =
          t3 *
          t3 *
          (grad4[gi3] * x3 +
            grad4[gi3 + 1] * y3 +
            grad4[gi3 + 2] * z3 +
            grad4[gi3 + 3] * w3);
      }
      var t4 = 0.6 - x4 * x4 - y4 * y4 - z4 * z4 - w4 * w4;
      if (t4 < 0) n4 = 0.0;
      else {
        var gi4 =
          (perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32) * 4;
        t4 *= t4;
        n4 =
          t4 *
          t4 *
          (grad4[gi4] * x4 +
            grad4[gi4 + 1] * y4 +
            grad4[gi4 + 2] * z4 +
            grad4[gi4 + 3] * w4);
      }

      return 27.0 * (n0 + n1 + n2 + n3 + n4);
    },
  };

  function buildPermutationTable(random) {
    var i;
    var p = new Uint8Array(256);
    for (i = 0; i < 256; i++) {
      p[i] = i;
    }
    for (i = 0; i < 255; i++) {
      var r = i + ~~(random() * (256 - i));
      var aux = p[i];
      p[i] = p[r];
      p[r] = aux;
    }
    return p;
  }
  SimplexNoise._buildPermutationTable = buildPermutationTable;

  function alea() {
    var s0 = 0;
    var s1 = 0;
    var s2 = 0;
    var c = 1;

    var mash = masher();
    s0 = mash(" ");
    s1 = mash(" ");
    s2 = mash(" ");

    for (var i = 0; i < arguments.length; i++) {
      s0 -= mash(arguments[i]);
      if (s0 < 0) {
        s0 += 1;
      }
      s1 -= mash(arguments[i]);
      if (s1 < 0) {
        s1 += 1;
      }
      s2 -= mash(arguments[i]);
      if (s2 < 0) {
        s2 += 1;
      }
    }
    mash = null;
    return function () {
      var t = 2091639 * s0 + c * 2.3283064365386963e-10;
      s0 = s1;
      s1 = s2;
      return (s2 = t - (c = t | 0));
    };
  }
  function masher() {
    var n = 0xefc8249d;
    return function (data) {
      data = data.toString();
      for (var i = 0; i < data.length; i++) {
        n += data.charCodeAt(i);
        var h = 0.02519603282416938 * n;
        n = h >>> 0;
        h -= n;
        h *= n;
        n = h >>> 0;
        h -= n;
        n += h * 0x100000000;
      }
      return (n >>> 0) * 2.3283064365386963e-10;
    };
  }

  if (typeof define !== "undefined" && define.amd)
    define(function () {
      return SimplexNoise;
    });

  if (typeof exports !== "undefined") exports.SimplexNoise = SimplexNoise;
  else if (typeof window !== "undefined") window.SimplexNoise = SimplexNoise;

  if (typeof module !== "undefined") {
    module.exports = SimplexNoise;
  }
})();