-- Perlin noise and more in pure Lua. -- Found this on stackoverflow but can't find the URL anymore. local noise = {} local p = {} local permutation = {151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 } for i = 0, 255 do p[i] = permutation[i + 1] p[256 + i] = permutation[i + 1] end local function fade(t) return t * t * t * (t * (t * 6 - 15) + 10) end local function lerp(t, a, b) return a + t * (b - a) end local function grad(hash, x, y, z) local h, u, v = hash % 16 if h < 8 then u = x else u = y end if h < 4 then v = y elseif h == 12 or h == 14 then v = x else v = z end local r if h % 2 == 0 then r = u else r = -u end if h % 4 == 0 then r = r + v else r = r - v end return r end function noise.perlin(x, y, z) y = y or 0 z = z or 0 local X = math.floor(x % 255) local Y = math.floor(y % 255) local Z = math.floor(z % 255) x = x - math.floor(x) y = y - math.floor(y) z = z - math.floor(z) local u = fade(x) local v = fade(y) local w = fade(z) A = p[X ] + Y AA = p[A ] + Z AB = p[A + 1] + Z B = p[X + 1] + Y BA = p[B ] + Z BB = p[B + 1] + Z return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), grad(p[BA ], x - 1, y , z )), lerp(u, grad(p[AB ], x , y - 1, z ), grad(p[BB ], x - 1, y - 1, z ))), lerp(v, lerp(u, grad(p[AA + 1], x , y , z - 1), grad(p[BA + 1], x - 1, y , z - 1)), lerp(u, grad(p[AB + 1], x , y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)))) end function noise.fbm(x, y, z, octaves, lacunarity, gain) octaves = octaves or 8 lacunarity = lacunarity or 2 gain = gain or 0.5 local amplitude = 1.0 local frequency = 1.0 local sum = 0.0 for i = 0, octaves do sum = sum + amplitude * noise.perlin(x * frequency, y * frequency, z * frequency) amplitude = amplitude * gain frequency = frequency * lacunarity end return sum end local holo = peripheral.find "hologram" local W = 48 local H = 32 local perlin = noise.perlin holo.setPaletteColor(1, 0x0000FF) holo.setPaletteColor(2, 0x00FFFF) holo.setPaletteColor(3, 0x00FF00) holo.setScale(1/3) while true do local out = {} for x = 1, W do for z = 1, W do local y = perlin(x / W * 4, z / W * 4, os.clock()) y = math.floor((y + 1) * (H / 2)) local apiaristics = perlin(x / W * 0.5, z / W * 0.5, os.clock() * 0.2 - 6) * 2.7 apiaristics = math.min(1.9, math.max(-1.9, apiaristics)) for Y = 1, y do local color = 2 if apiaristics < -0.2 then if math.random() < (math.abs(apiaristics) - 0.2) then color = 1 end elseif apiaristics > 0.2 then if math.random() < (math.abs(apiaristics) - 0.2) then color = 3 end end table.insert(out, string.char(color)) end --table.insert(out, (string.char(color)):rep(y) .. ("\x00"):rep(H - y)) table.insert(out, ("\x00"):rep(H - y)) end end holo.setRaw(table.concat(out)) sleep(0.1) end