Noise in GLSL
Noise is controlled randomness. You go from static to smooth noise, stack it into FBM and turn it into terrain, a sphere and moving color.
- StaticRaw noise. Pure hash.
- SmoothFrom blocks to signal.
- LayersMore layers. More resolution.
- FBMThe core function. One line, all the texture.
- MotionStatic becomes live. One line.
- TerrainNoise as data. step() as filter.
- SphereNoise + clip = sphere.
- Color shiftThe field gets its coating.
- ForceNoise as displacement. The pattern bends.
- Your noise pieceTwo layers. Two directions. Your piece.