glm::vec4 ColorHelper::RandomColor() { float r = sDistribution(sGenerator); float g = sDistribution(sGenerator); float b = sDistribution(sGenerator); return glm::vec4(r, g, b, 1.0f); }
double Generator::randomUniform(double min, double max) { return min + sDistribution(sGenerator) * (max - min); }
float ScalarDistribution::GetNumber() { return sDistribution(generator); }