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GLSL procedural noise functions compatible with WebGL
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downplay/webgl-noise
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The wiki for this repository contains more information. 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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