 
 #if defined (PERLIN_NOISE_COLOR) || defined (PERLIN_NOISE_BUMP) 
 
-int getPerlinValue(int i, int offset)
-{
-	return int((textureOffset(perlinPermutationsTexture, vec2(i/256.0,0), ivec2(offset,0)).x)*256);
-}
-
 int getPerlinValue(int i)
 {
-	return getPerlinValue(i,0);
+	return int(texture(perlinPermutationsTexture, vec2((i & 255)/256.0,0))*256);
 }
 
 float fade(float t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } // 6t5-15t4+10t3


#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,

    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) 
