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rand

float  rand(float seed)

vector2  rand(float seed)

vector  rand(float seed)

vector4  rand(float seed)

float  rand(float seed, float seed2)

vector2  rand(float seed, float seed2)

vector  rand(float seed, float seed2)

vector4  rand(float seed, float seed2)

float  rand(vector2 seed)

vector2  rand(vector2 seed)

vector  rand(vector2 seed)

vector4  rand(vector2 seed)

float  rand(vector seed)

vector2  rand(vector seed)

vector  rand(vector seed)

vector4  rand(vector seed)

float  rand(vector4 seed)

vector2  rand(vector4 seed)

vector  rand(vector4 seed)

vector4  rand(vector4 seed)

Creates a random number based on the provided seed. The number will be in the range of 0 to 1. In particular, it will be in the half-open interval [0, 1). The same number is produced for the same seed, so to vary the random number the seed should be varied.

Note that even the smallest changes in the seed value will produce completely different numbers, so it may produce different results on different operating systems or compilers.

If the result is a vector2, vector, or vector4, each component will be a different random number. Thus, if you have the code:

vector pos = 1;
float seed = 0;
pos *= rand(seed);

pos will get different values in its .x, .y, and .z components. If you wish a uniform scale, use the float() cast:

vector pos = 1;
float seed = 0;
pos *= float(rand(seed));