/** * Seeded simplex-noise permutation table + GPU texture upload. * * Mirrors the `buildPermutationTable` Fisher-Yates shuffle used inside * `simplex-noise` so a GLSL simplex3D can reproduce the exact CPU * elevation field. Consumed by any shader that wants the same noise * sample the CPU uses (e.g. `shaders/glsl/lib/liquidMask.glsl` gates * per-fragment effects on the smooth-sphere by comparing the noise to * the current sea level). */ import * as THREE from 'three'; /** Builds the 512-byte permutation table for a given seed (first 256 bytes * shuffled, duplicated into [256, 511] so `p[jj + p[kk]]` never wraps). */ export declare function buildPermTable(seed: string): Uint8Array; /** Wraps the perm table as a 512×1 nearest-filter texture the shader can sample. */ export declare function permTableToTexture(perm: Uint8Array): THREE.DataTexture; //# sourceMappingURL=simplexPerm.d.ts.map