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shader-noise

shader-noise provides GLSL implementations for procedural noise generation, enabling realistic texture synthesis and visual effects in shader pipelines. Use Perlin, Simplex, or fractal noise algorithms to add organic variation and detail to your rendering workflows. Ideal for game development, creative coding, and graphics applications requiring dynamic, noise-driven visual content.

shader-noise provides GLSL implementations for multiple noise algorithms including Perlin, Simplex, Value, and Worley cellular noise. Each function generates procedural patterns suitable for texture synthesis. The library includes optimized versions balancing quality and performance, allowing you to choose the right noise type for your specific rendering needs—whether you need smooth gradients for clouds or cellular patterns for stone.

AI-generated summary based on this skill's SKILL.md

8 3 MIT updated by Bbeierle12

Install

Bbeierle12/Skill-MCP-Claude/shader-noise · repository language: JavaScript

CLI (skillfed)coming soon
git clone https://github.com/Bbeierle12/Skill-MCP-Claude
cp -r Skill-MCP-Claude/skills/shader-noise ~/.claude/skills/shader-noise

Frequently asked questions

AI-generated answers based on this skill's SKILL.md and metadata

What GLSL noise functions does shader-noise provide for textures?

shader-noise provides GLSL implementations for multiple noise algorithms including Perlin, Simplex, Value, and Worley cellular noise. Each function generates procedural patterns suitable for texture synthesis. The library includes optimized versions balancing quality and performance, allowing you to choose the right noise type for your specific rendering needs—whether you need smooth gradients for clouds or cellular patterns for stone.

How can I use shader-noise to create natural-looking textures?

shader-noise enables realistic texture synthesis through its procedural noise functions. Layer multiple noise octaves using Fractal Brownian Motion (FBM) to build complex organic surfaces like terrain, clouds, fire, and water. The library includes ready-to-use implementations for common effects, and domain warping techniques let you distort noise patterns for even more natural variation and detail in your visual effects.

What are the performance tradeoffs between noise function types?

shader-noise documents performance characteristics across its noise implementations. Simplex noise offers better scaling to higher dimensions with fewer artifacts than Perlin, while Value noise runs faster but with visible grid patterns. Worley cellular noise suits different aesthetic goals but costs more computationally. The library helps you understand these tradeoffs so you can select the optimal noise function for your target hardware and visual requirements.

Can shader-noise generate procedural terrain and animated effects?

Yes. shader-noise supports procedural terrain generation through noise-based height mapping and ridged FBM for mountain-like features. For animation, the library includes time-varying noise implementations that create flowing effects like animated water, fire, and turbulence. Domain warping and FBM layering techniques in shader-noise enable complex, organic motion while maintaining performance across different platforms.

Does shader-noise include copy-paste shader code snippets?

shader-noise provides ready-to-use noise shader code snippets you can integrate directly into your projects. The MIT license permits free use and modification. The library includes implementations for common effects—clouds, marble, caustics, and more—so you can quickly add procedural textures without building noise functions from scratch.

SKILL.md

rendered from the published skill — quoted content, verbatim

Shader Noise

Procedural noise creates natural-looking randomness. Unlike random(), noise is coherent—nearby inputs produce nearby outputs.

Quick Start

// Simple usage
float n = snoise(uv * 5.0);              // Simplex 2D
float n = snoise(vec3(uv, uTime));       // Animated 3D
float n = fbm(uv, 4);                    // Layered detail

// Common range adjustments
float n01 = n * 0.5 + 0.5;               // [-1,1] → [0,1]
float sharp = step(0.0, n);              // Binary threshold
float smooth = smoothstep(-0.2, 0.2, n); // Soft threshold

Noise Types Comparison

Type Speed Quality Use Case
Value Fastest Blocky Quick prototypes
Perlin Fast Good General purpose
Simplex Fast Best Modern default
Worley Slower Cellular Cells, cracks, scales

Value Noise

Interpolated random values

(truncated - see the full file via the links below)

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File tree — 4 files
skills/shader-noise/SKILL.md
skills/shader-noise/_meta.json
skills/shader-noise/scripts/noise-library.glsl
skills/shader-noise/scripts/noise/simplex2d.glsl

Related skills

Tags

texture-synthesis generative-graphics real-time-rendering shader-library algorithmic-art gpu-computation pattern-generation visual-effects noise-algorithms