/** * 1D Perlin noise. Returns a value in [-1, 1] that varies smoothly with the input `x` — * small changes in `x` produce small changes in output (no wild jumps). Three separate calls * with different `x` offsets (e.g. `perlin1d(t)`, `perlin1d(t + 100)`, `perlin1d(t + 200)`) * produce three independent but individually smooth noise channels. * * This is the canonical Perlin noise algorithm with the 256-entry permutation table from * Bevy's `2d_screen_shake` example. Use for camera shake, procedural terrain, organic * motion, and any effect that needs smooth pseudo-random variation. */ export declare function perlin1d(x: number): number; //# sourceMappingURL=noise.d.ts.map