Buckets:
| # glsl-noise [](http://github.com/hughsk/stability-badges) # | |
| [webgl-noise](http://github.com/ashima/webgl-noise) ported to an NPM package | |
| so that you can require it from | |
| [glslify](http://github.com/chrisdickinson/glslify). | |
| [](https://nodei.co/npm/glsl-noise) | |
| ## Usage ## | |
| ``` glsl | |
| // Require as many or as little as you need: | |
| #pragma glslify: cnoise2 = require(glsl-noise) | |
| #pragma glslify: snoise2 = require(glsl-noise/simplex/2d) | |
| #pragma glslify: snoise3 = require(glsl-noise/simplex/3d) | |
| #pragma glslify: snoise4 = require(glsl-noise/simplex/4d) | |
| #pragma glslify: cnoise2 = require(glsl-noise/classic/2d) | |
| #pragma glslify: cnoise3 = require(glsl-noise/classic/3d) | |
| #pragma glslify: cnoise4 = require(glsl-noise/classic/4d) | |
| #pragma glslify: pnoise2 = require(glsl-noise/periodic/2d) | |
| #pragma glslify: pnoise3 = require(glsl-noise/periodic/3d) | |
| #pragma glslify: pnoise4 = require(glsl-noise/periodic/4d) | |
| attribute vec3 position; | |
| // And just treat them as functions like | |
| // you normally would: | |
| void main() { | |
| gl_FragColor = vec4(snoise3(position), 1.0); | |
| } | |
| ``` | |
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