downplay / webgl-noise

GLSL procedural noise functions compatible with WebGL

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Simplex noise functions are (C) Ashima Arts
Classic noise functions are (C) Stefan Gustavson
Cellular noise functions are (C) Stefan Gustavson
The "psrdnoise" functions are (C) Stefan Gustavson

Source code for the noise functions is released under the
conditions of the MIT license. See the file LICENSE for details.

The simplex noise functions follow Ken Perlin's original idea,
more clearly explained in Stefan Gustavson's paper
"Simplex noise demystified"
http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
but without using any uniform arrays or texture engines.

Many other noise implementations make heavy use of a
texture lookup table and are texture bandwidth limited.
The noise functions in this library, however, are completely
self contained with no dependency on external data.
While not quite as fast as texture-based implementations
on typical current desktop GPUs, they are more scalable to
massive parallelism and much more convenient to use, and
they can make good use of unused ALU resources when run
concurrently with a typical texture-intensive rendering.

These are the original noise functions as maintained by Stefan,
but packaged on npm to allow easy inclusion in your web
projects via webpack.

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GLSL procedural noise functions compatible with WebGL

License:MIT License


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