   g.x  = a0.x  * x0.x  + h.x  * x0.y;
   g.yz = a0.yz * xC.xz + h.yz * xC.yw;
 
-  return 160.0 * dot(m, g);
 #else 
 // N points around a unit circle.
   vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;

  vec2 a1 = sin(phi.zz  +D.xy);
// mix
  vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
  return 160.0 * dot(m, g);
#endif
  }

// Other corners
  vec2 i1;
  i1.x = float( (x0.x>x0.y) );
  i1.y = 1.0 - i1.x;

  // x0 = x0 - 0.0 + 0.0 * C.xx ;
  // x1 = x0 - i1 + 1.0 * C.xx ;
  // x2 = x0 - 1.0 + 2.0 * C.xx ;

  vec4 xC = x0.xyxy + vec4( C.xx, -1.0 + 2.0 * C.xx);
  xC.xy -= i1;

// Permutations
  i = mod(i, pParam.x);
  vec3 p = permute( permute( 
             i.y + vec3(0.0, i1.y, 1.0 ), pParam.xyz)
           + i.x + vec3(0.0, i1.x, 1.0 ), pParam.xyz);

  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.0);
  m = m*m ;
  m = m*m ;
#ifndef USE_CIRCLE
// ( N points uniformly over a line, mapped onto a diamond.)
  vec3 x = 2.0 * fract(p / pParam.w) - 1.0 ;
  vec3 h = abs(x) - 0.5 ;

  vec3 ox = floor(x+0.5);
