An efficient texture-free GLSL procedural noise library
GLSL
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Cellular2D.glsl Cellular2D, Cellular3D, SimplexPerlin2D and SimplexPerlin3D added Mar 30, 2014
Cellular2D_Deriv.glsl Cellular2D_Deriv and Cellular3D_Deriv added Apr 4, 2014
Cellular3D.glsl Cellular2D, Cellular3D, SimplexPerlin2D and SimplexPerlin3D added Mar 30, 2014
Cellular3D_Deriv.glsl Cellular2D_Deriv and Cellular3D_Deriv added Apr 4, 2014
Perlin2D.glsl Perlin2D, Perlin3D, Perlin4D and Value2D added Mar 30, 2014
Perlin2D_Deriv.glsl Perlin2D_Deriv added Apr 7, 2014
Perlin3D.glsl Perlin2D, Perlin3D, Perlin4D and Value2D added Mar 30, 2014
Perlin3D_Deriv.glsl Perlin2D_Deriv added Apr 7, 2014
Perlin4D.glsl a tidy of some 4D interpolation code ( remove unnecessary blend2 vari… Mar 30, 2014
README.md Fix broken Markdown headings Apr 17, 2017
SimplexPerlin2D.glsl Cellular2D, Cellular3D, SimplexPerlin2D and SimplexPerlin3D added Mar 30, 2014
SimplexPerlin2D_Deriv.glsl SimplexPerlin2D_Deriv and SimplexPerlin3D_Deriv added Apr 4, 2014
SimplexPerlin3D.glsl Cellular2D, Cellular3D, SimplexPerlin2D and SimplexPerlin3D added Mar 30, 2014
SimplexPerlin3D_Deriv.glsl SimplexPerlin2D_Deriv and SimplexPerlin3D_Deriv added Apr 4, 2014
Value2D.glsl Perlin2D, Perlin3D, Perlin4D and Value2D added Mar 30, 2014
Value2D_Deriv.glsl Perlin2D_Deriv added Apr 7, 2014
Value3D.glsl Value3D and Value4D added Mar 30, 2014
Value3D_Deriv.glsl Value2D_Deriv, Value3D_Deriv and Perlin3D_Deriv added Apr 4, 2014
Value4D.glsl a tidy of some 4D interpolation code ( remove unnecessary blend2 vari… Mar 30, 2014

README.md

Wombat
An efficient texture-free GLSL procedural noise library
Source: https://github.com/BrianSharpe/Wombat
Derived from: https://github.com/BrianSharpe/GPU-Noise-Lib

I'm not one for copyrights. Use the code however you wish.
All I ask is that credit be given back to the blog or myself when appropriate.
And also to let me know if you come up with any changes, improvements, thoughts or interesting uses for this stuff. :)
Thanks!

Brian Sharpe
brisharpe CIRCLE_A yahoo DOT com
http://briansharpe.wordpress.com
https://github.com/BrianSharpe

Wombat

Wombat is a set of standalone GLSL procedural noise functions. By standalone we mean it requires no texture sampling or use of any other GPU resources, other than registers and clock cycles. It is ideal for use in cases when texture resources are scarce or when only GLSL code by itself can be provided for shading.

Efficiency has been a primary goal which means aggressive optimization has been applied wherever possible. Attempts have been made to provide for each noise a matching version which also computes analytical derivatives. The noises have been written to have a consistent set of behaviors to facilitate interoperable use. eg

  • Frequency of 1.0
  • C2 continuous ( where applicable )
  • Analytically defined strict output range of either 0.0->1.0 or -1.0->1.0