As the GPU driver vendors don't usually bother to implement noiseX
in GLSL, I'm looking for a "graphics randomization swiss army knife" utility function set, preferably optimised to use within GPU shaders. I prefer GLSL, but code any language will do for me, I'm ok with translating it on my own to GLSL.
Specifically, I'd expect:
a) Pseudo-random functions - N-dimensional, uniform distribution over [-1,1] or over [0,1], calculated from M-dimensional seed (ideally being any value, but I'm OK with having the seed restrained to, say, 0..1 for uniform result distribution). Something like:
float random (T seed);
vec2 random2 (T seed);
vec3 random3 (T seed);
vec4 random4 (T seed);
// T being either float, vec2, vec3, vec4 - ideally.
b) Continous noise like Perlin Noise - again, N-dimensional, +- uniform distribution, with constrained set of values and, well, looking good (some options to configure the appearance like Perlin levels could be useful too). I'd expect signatures like:
float noise (T coord, TT seed);
vec2 noise2 (T coord, TT seed);
// ...
I'm not very much into random number generation theory, so I'd most eagerly go for a pre-made solution, but I'd also appreciate answers like "here's a very good, efficient 1D rand(), and let me explain you how to make a good N-dimensional rand() on top of it..." .
For very simple pseudorandom-looking stuff, I use this oneliner that I found on the internet somewhere:
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
You can also generate a noise texture using whatever PRNG you like, then upload this in the normal fashion and sample the values in your shader; I can dig up a code sample later if you'd like.
Also, check out this file for GLSL implementations of Perlin and Simplex noise, by Stefan Gustavson.