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Procedural Noise Shader Routines compatible with WebGL
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benvanik/webgl-noise
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This work follows Stefan Gustavson's paper "Simplex noise demystified" http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf without using uniform arrays or texture engines. A single vec4 uniform 'pParam' is used to set the length and a and c constants respectively of the permutation polynomial to use. The last element of the vec4 is the number of gradients to select from on the vertices. An example vec4 is ( 19*19, 2*19, 1, 7 ) Refer to http://en.wikipedia.org/wiki/Permutation_polynomial for more information on permutation polynomials.
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