# Noise in GLSL Generate pseudo-random and noise patterns for organic textures. ## Pseudo-Random Function ```glsl // 1D random float random(float x) { return fract(sin(x) * 43758.5453); } // 2D random float random(vec2 st) { return fract(sin(dot(st, vec2(12.9898, 78.233))) * 43758.5453); } // 2D random returning vec2 vec2 random2(vec2 st) { st = vec2(dot(st, vec2(127.1, 311.7)), dot(st, vec2(269.5, 183.3))); return fract(sin(st) * 43758.5453123); } ``` ## Value Noise Interpolate between random values at grid points: ```glsl float valueNoise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); // Four corners float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); // Smooth interpolation vec2 u = f * f * (3.0 - 2.0 * f); return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); } ``` ## Gradient Noise (Perlin-like) ```glsl vec2 grad(vec2 i) { float a = random(i) * TWO_PI; return vec2(cos(a), sin(a)); } float gradientNoise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = dot(grad(i), f); float b = dot(grad(i + vec2(1.0, 0.0)), f - vec2(1.0, 0.0)); float c = dot(grad(i + vec2(0.0, 1.0)), f - vec2(0.0, 1.0)); float d = dot(grad(i + vec2(1.0, 1.0)), f - vec2(1.0, 1.0)); // Quintic interpolation vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0); return mix(mix(a, b, u.x), mix(c, d, u.x), u.y) * 0.5 + 0.5; } ``` ## Simplex Noise (2D) More efficient, fewer artifacts: ```glsl vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); } float simplexNoise(vec2 v) { const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); vec2 i = floor(v + dot(v, C.yy)); vec2 x0 = v - i + dot(i, C.xx); vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod(i, 289.0); vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0)); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m * m; m = m * m; vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h); vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } ``` ## Animated Noise ```glsl float animatedNoise(vec2 st, float time) { return valueNoise(st + vec2(time * 0.1)); } float flowingNoise(vec2 st, float time) { vec2 offset = vec2(sin(time * 0.5), cos(time * 0.3)) * 2.0; return valueNoise(st + offset); } ``` See also: `glsl-cellular-voronoi-worley-noise-patterns.md`