learn GLSL from zero
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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.

  1. StaticRaw noise. Pure hash.
  2. SmoothFrom blocks to signal.
  3. LayersMore layers. More resolution.
  4. FBMThe core function. One line, all the texture.
  5. MotionStatic becomes live. One line.
  6. TerrainNoise as data. step() as filter.
  7. SphereNoise + clip = sphere.
  8. Color shiftThe field gets its coating.
  9. ForceNoise as displacement. The pattern bends.
  10. Your noise pieceTwo layers. Two directions. Your piece.

Next section: Domain warping →

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