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Move 'noisy_color' declaration closer to usage
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@ -38,16 +38,6 @@ pub fn apply_paths_to(canvas: &mut Canvas) {
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let info = canvas.info();
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canvas.foreach_col(|canvas, wpos2d, col| {
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let noisy_color = |color: Rgb<u8>, factor: u32| {
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let surface_z = col.riverless_alt.floor() as i32;
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let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z));
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color.map(|e| {
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(e as u32 + nz % (factor * 2))
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.saturating_sub(factor)
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.min(255) as u8
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})
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};
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if let Some((path_dist, path_nearest, path, _)) =
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col.path.filter(|(dist, _, path, _)| *dist < path.width)
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{
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@ -57,6 +47,16 @@ pub fn apply_paths_to(canvas: &mut Canvas) {
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let (bridge_offset, depth) = new_method1(riverless_alt, alt, water_dist);
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let surface_z = (riverless_alt + bridge_offset).floor() as i32;
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let noisy_color = |color: Rgb<u8>, factor: u32| {
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let surface_z = col.riverless_alt.floor() as i32;
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let nz = RandomField::new(0).get(Vec3::new(wpos2d.x, wpos2d.y, surface_z));
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color.map(|e| {
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(e as u32 + nz % (factor * 2))
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.saturating_sub(factor)
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.min(255) as u8
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})
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};
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for z in inset - depth..inset {
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let _ = canvas.set(
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Vec3::new(wpos2d.x, wpos2d.y, surface_z + z),
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