Godot-3.0-Noise-Shaders VS webgl-noise

Compare Godot-3.0-Noise-Shaders vs webgl-noise and see what are their differences.

webgl-noise

GLSL procedural noise functions compatible with WebGL (by stegu)
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Godot-3.0-Noise-Shaders webgl-noise
4 2
45 447
- -
0.0 0.0
over 6 years ago about 2 years ago
C
MIT License MIT License
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Godot-3.0-Noise-Shaders

Posts with mentions or reviews of Godot-3.0-Noise-Shaders. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-11-05.
  • Randomly generated maps for our game
    2 projects | /r/godot | 5 Nov 2022
    https://www.youtube.com/watch?v=IvOfx-kbqac https://www.youtube.com/watch?v=ybbJz6C9YYA https://www.shadertoy.com/view/Msf3WH https://github.com/curly-brace/Godot-3.0-Noise-Shaders/tree/master/assets/gpu_noise_shaders https://github.com/tuxalin/procedural-tileable-shaders
  • looking for faster noise....
    2 projects | /r/godot | 13 Jul 2022
  • what's the easiest way to figure out how fast or slow a shader is?
    1 project | /r/godot | 12 Jul 2022
    i really need to be able to judge my shaders... for example i love using simplex noise, i have found some great examples here: https://github.com/curly-brace/Godot-3.0-Noise-Shaders
  • How to sample specific region of OpenSimpleNoise?
    1 project | /r/godot | 11 Jan 2021
    You could also use a shader to generate the noise. Depending on what else you’re doing, it could work just fine to render what you need on the fly. Here are some implementations: https://github.com/curly-brace/Godot-3.0-Noise-Shaders (Not mine and I have only tested the simplex2d shader. License is MIT.)

webgl-noise

Posts with mentions or reviews of webgl-noise. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-07-13.
  • Curl noise questions
    1 project | /r/GraphicsProgramming | 15 Apr 2023
    You are right, 3 scalar noises and 6 partial derivatives.. But it should work somehow - so maybe yes it's just a matter of pluging the right scaling. I had a quick check at some previous prototypes code of mine, I see that : * For the finite difference I used a spread of no more than 2e-3 between two noise samples in the unit cube domain, [-1, 1] with a noise frequency close to 1.0. * For other (more recent code) I used directly the analytic gradient from the noise function. For instance, you could use this simplex-like implementation https://github.com/stegu/webgl-noise (e.g., noise3Dgrad.glsl). I guess the idea is to ensure a good precision for the gradients, regardless of the method. Beyond this, you could also have a look at one of the first paragraphs of the original curlnoise paper by Bridson - it gives some details about scaling the result to be usable (as a velocity field I guess). Don't know if that helps - but at least it's never a bad idea to check the scaling twice^^
  • looking for faster noise....
    2 projects | /r/godot | 13 Jul 2022
    it leads back to this guy: https://github.com/stegu/webgl-noise

What are some alternatives?

When comparing Godot-3.0-Noise-Shaders and webgl-noise you can also consider the following projects:

procedural-tileable-shaders - Collection of tileable procedural textures such as: cellular noise, fbm, voronoi, perlin and other.