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@akella
akella / noise.glsl
Created June 19, 2022 07:43
noise.glsl
//
// GLSL textureless classic 3D noise "cnoise",
// with an RSL-style periodic variant "pnoise".
// Author: Stefan Gustavson (stefan.gustavson@liu.se)
// Version: 2011-10-11
//
// Many thanks to Ian McEwan of Ashima Arts for the
// ideas for permutation and gradient selection.
//
// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
// Classic Perlin 3D Noise
// by Stefan Gustavson
//
vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);}
float cnoise(vec3 P){
vec3 Pi0 = floor(P); // Integer part for indexing
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1
vec2 rotate(vec2 v, float a) {
float s = sin(a);
float c = cos(a);
mat2 m = mat2(c, s, -s, c);
return m * v;
}
@patriciogonzalezvivo
patriciogonzalezvivo / GLSL-Noise.md
Last active March 16, 2026 18:34
GLSL Noise Algorithms

Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative

Generic 1,2,3 Noise

float rand(float n){return fract(sin(n) * 43758.5453123);}

float noise(float p){
	float fl = floor(p);
  float fc = fract(p);
@gre
gre / easing.js
Last active January 24, 2026 10:24
Simple Easing Functions in Javascript - see https://github.com/gre/bezier-easing
/*
* This work is free. You can redistribute it and/or modify it under the
* terms of the Do What The Fuck You Want To Public License, Version 2,
* as published by Sam Hocevar. See the COPYING file for more details.
*/
/*
* Easing Functions - inspired from http://gizma.com/easing/
* only considering the t value for the range [0, 1] => [0, 1]
*/
EasingFunctions = {