   vec4 temp = m2 * m * pdotx;
   gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);
   gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;
-  gradient *= 42.0;
+  gradient *= 105.0;
 
-  return 42.0 * dot(m4, pdotx);
+  return 105.0 * dot(m4, pdotx);
 }

//               noise functions.
//      Author : Ian McEwan, Ashima Arts.
//  Maintainer : stegu
//     Lastmod : 20150104 (JcBernack)
//     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
//               Distributed under the MIT License. See LICENSE file.
//               https://github.com/ashima/webgl-noise

  p3 *= norm.w;

// Mix final noise value
  vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  vec4 m2 = m * m;
  vec4 m4 = m2 * m2;
  vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3));
