# Functions
Cubic Hermite Curve.
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https://gpfault.net/posts/perlin-noise.txt.html
(1 - F(p-p0))g(p0)(p-p0) + F(p-p0)g(p1)(p-p1).
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Quintic interpolation curve.
# Structs
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Tiling noise implementation comes from this answer: https://gamedev.stackexchange.com/questions/23625/how-do-you-generate-tileable-perlin-noise
And simply takes advantage of perlin noise repeatability.