 
 #if defined (PERLIN_NOISE_COLOR) || defined (PERLIN_NOISE_BUMP) 
 uniform sampler2D perlinPermutationsTexture;
-int perlinPermutations[ ] = int[256]( 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 );
-
 #endif //PERLIN_NOISE
 
 vec3 reflect(vec3 I, vec3 N)

	
    int A  = (getPerlinValue(X)  +Y);
    int AA = (getPerlinValue(A)  +Z);
    int AB = (getPerlinValue(A,1)+Z);
    int B  = (getPerlinValue(X,1)+Y); 
    int BA = (getPerlinValue(B)  +Z);
    int BB = (getPerlinValue(B,1)+Z);      // THE 8 CUBE CORNERS,
    vec4 g0 = dgrad(getPerlinValue(AA)  , x  , y  , z   );
    vec4 g1 = dgrad(getPerlinValue(BA)  , x-1, y  , z   );
    vec4 g2 = dgrad(getPerlinValue(AB)  , x  , y-1, z   );
    vec4 g3 = dgrad(getPerlinValue(BB)  , x-1, y-1, z   );
    vec4 g4 = dgrad(getPerlinValue(AA,1), x  , y  , z-1 );
    vec4 g5 = dgrad(getPerlinValue(BA,1), x-1, y  , z-1 );
    vec4 g6 = dgrad(getPerlinValue(AB,1), x  , y-1, z-1 );
    vec4 g7 = dgrad(getPerlinValue(BB,1), x-1, y-1, z-1 );
    vec4 res;
    res.w = lerp(w, lerp(v, lerp(u,g0.w,  // AND ADD
                                   g1.w), // BLENDED

	
    int A  = (getPerlinValue(X)  +Y);
    int AA = (getPerlinValue(A)  +Z);
    int AB = (getPerlinValue(A+1)+Z);
    int B  = (getPerlinValue(X+1)+Y); 
    int BA = (getPerlinValue(B)  +Z);
    int BB = (getPerlinValue(B+1)+Z);      // THE 8 CUBE CORNERS,

    return lerp(w, lerp(v, lerp(u, grad(getPerlinValue(AA), x  , y  , z   ),  // AND ADD
                                   grad(getPerlinValue(BA), x-1, y  , z   )), // BLENDED
                           lerp(u, grad(getPerlinValue(AB), x  , y-1, z   ),  // RESULTS
                                   grad(getPerlinValue(BB), x-1, y-1, z   ))),// FROM  8
                   lerp(v, lerp(u, grad(getPerlinValue(AA+1), x  , y  , z-1 ),  // CORNERS
                                   grad(getPerlinValue(BA+1), x-1, y  , z-1 )), // OF CUBE
                           lerp(u, grad(getPerlinValue(AB+1), x  , y-1, z-1 ),
                                   grad(getPerlinValue(BB+1), x-1, y-1, z-1 ))));
}

vec4 dnoise(float x, float y, float z) 
