shader-noise

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Shader Noise

着色器噪声

Procedural noise creates natural-looking randomness. Unlike
random()
, noise is coherent—nearby inputs produce nearby outputs.
程序化噪声可生成具有自然外观的随机性。与
random()
函数不同,噪声具有连贯性——相近的输入会产生相近的输出。

Quick Start

快速开始

glsl
// 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
glsl
// 简单用法
float n = snoise(uv * 5.0);              // 2D Simplex噪声
float n = snoise(vec3(uv, uTime));       // 带动画的3D噪声
float n = fbm(uv, 4);                    // 分层细节噪声

// 常见范围调整
float n01 = n * 0.5 + 0.5;               // [-1,1] → [0,1]
float sharp = step(0.0, n);              // 二进制阈值
float smooth = smoothstep(-0.2, 0.2, n); // 平滑阈值

Noise Types Comparison

噪声类型对比

TypeSpeedQualityUse Case
ValueFastestBlockyQuick prototypes
PerlinFastGoodGeneral purpose
SimplexFastBestModern default
WorleySlowerCellularCells, cracks, scales
类型速度质量适用场景
值噪声最快块状感快速原型开发
Perlin噪声良好通用场景
Simplex噪声最优现代默认选择
Worley噪声较慢细胞状细胞、裂纹、鳞片效果

Value Noise

值噪声

Interpolated random values at grid points. Simple but blocky.
glsl
float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}

float valueNoise(vec2 st) {
  vec2 i = floor(st);
  vec2 f = fract(st);
  
  // Smoothstep interpolation
  vec2 u = f * f * (3.0 - 2.0 * f);
  
  // Four corners
  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));
  
  // Bilinear interpolation
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}
在网格点处插值随机值,实现简单但带有块状感。
glsl
float random(vec2 st) {
  return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}

float valueNoise(vec2 st) {
  vec2 i = floor(st);
  vec2 f = fract(st);
  
  // Smoothstep插值
  vec2 u = f * f * (3.0 - 2.0 * f);
  
  // 四个顶点
  float a = random(i);
  float b = random(i + vec2(1.0, 0.0));
  float c = random(i + vec2(0.0, 1.0));
  float d = random(i + vec2(1.0, 1.0));
  
  // 双线性插值
  return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
}

Simplex Noise (Recommended)

Simplex噪声(推荐)

Best quality-to-performance ratio. Use this as default.
拥有最优的质量性能比,作为默认选择使用。

2D Simplex

2D Simplex噪声

glsl
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

float snoise(vec2 v) {
  const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                      -0.577350269189626, 0.024390243902439);
  vec2 i  = floor(v + dot(v, C.yy));
  vec2 x0 = v - i + dot(i, C.xx);
  vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;
  i = mod(i, 289.0);
  vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
  m = m*m;
  m = m*m;
  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;
  m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
  vec3 g;
  g.x = a0.x * x0.x + h.x * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}
glsl
vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

float snoise(vec2 v) {
  const vec4 C = vec4(0.211324865405187, 0.366025403784439,
                      -0.577350269189626, 0.024390243902439);
  vec2 i  = floor(v + dot(v, C.yy));
  vec2 x0 = v - i + dot(i, C.xx);
  vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
  vec4 x12 = x0.xyxy + C.xxzz;
  x12.xy -= i1;
  i = mod(i, 289.0);
  vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
  m = m*m;
  m = m*m;
  vec3 x = 2.0 * fract(p * C.www) - 1.0;
  vec3 h = abs(x) - 0.5;
  vec3 ox = floor(x + 0.5);
  vec3 a0 = x - ox;
  m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
  vec3 g;
  g.x = a0.x * x0.x + h.x * x0.y;
  g.yz = a0.yz * x12.xz + h.yz * x12.yw;
  return 130.0 * dot(m, g);
}

3D Simplex

3D Simplex噪声

glsl
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }

float snoise(vec3 v) {
  const vec2 C = vec2(1.0/6.0, 1.0/3.0);
  const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
  
  vec3 i  = floor(v + dot(v, C.yyy));
  vec3 x0 = v - i + dot(i, C.xxx);
  
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min(g.xyz, l.zxy);
  vec3 i2 = max(g.xyz, l.zxy);
  
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy;
  vec3 x3 = x0 - D.yyy;
  
  i = mod(i, 289.0);
  vec4 p = permute(permute(permute(
    i.z + vec4(0.0, i1.z, i2.z, 1.0))
    + i.y + vec4(0.0, i1.y, i2.y, 1.0))
    + i.x + vec4(0.0, i1.x, i2.x, 1.0));
    
  float n_ = 0.142857142857;
  vec3 ns = n_ * D.wyz - D.xzx;
  
  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
  
  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_);
  
  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);
  
  vec4 b0 = vec4(x.xy, y.xy);
  vec4 b1 = vec4(x.zw, y.zw);
  
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));
  
  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
  
  vec3 p0 = vec3(a0.xy, h.x);
  vec3 p1 = vec3(a0.zw, h.y);
  vec3 p2 = vec3(a1.xy, h.z);
  vec3 p3 = vec3(a1.zw, h.w);
  
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;
  
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
glsl
vec4 permute(vec4 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }

float snoise(vec3 v) {
  const vec2 C = vec2(1.0/6.0, 1.0/3.0);
  const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
  
  vec3 i  = floor(v + dot(v, C.yyy));
  vec3 x0 = v - i + dot(i, C.xxx);
  
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min(g.xyz, l.zxy);
  vec3 i2 = max(g.xyz, l.zxy);
  
  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy;
  vec3 x3 = x0 - D.yyy;
  
  i = mod(i, 289.0);
  vec4 p = permute(permute(permute(
    i.z + vec4(0.0, i1.z, i2.z, 1.0))
    + i.y + vec4(0.0, i1.y, i2.y, 1.0))
    + i.x + vec4(0.0, i1.x, i2.x, 1.0));
    
  float n_ = 0.142857142857;
  vec3 ns = n_ * D.wyz - D.xzx;
  
  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
  
  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_);
  
  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);
  
  vec4 b0 = vec4(x.xy, y.xy);
  vec4 b1 = vec4(x.zw, y.zw);
  
  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));
  
  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
  
  vec3 p0 = vec3(a0.xy, h.x);
  vec3 p1 = vec3(a0.zw, h.y);
  vec3 p2 = vec3(a1.xy, h.z);
  vec3 p3 = vec3(a1.zw, h.w);
  
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;
  
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}

Worley (Cellular) Noise

Worley(细胞)噪声

Creates cell-like patterns. Great for scales, cracks, caustics.
glsl
vec2 random2(vec2 st) {
  st = vec2(dot(st, vec2(127.1, 311.7)), dot(st, vec2(269.5, 183.3)));
  return fract(sin(st) * 43758.5453123);
}

float worley(vec2 st) {
  vec2 i_st = floor(st);
  vec2 f_st = fract(st);
  
  float minDist = 1.0;
  
  // Check 3x3 neighborhood
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 neighbor = vec2(float(x), float(y));
      vec2 point = random2(i_st + neighbor);
      
      // Animate points
      // point = 0.5 + 0.5 * sin(uTime + 6.2831 * point);
      
      vec2 diff = neighbor + point - f_st;
      float dist = length(diff);
      minDist = min(minDist, dist);
    }
  }
  
  return minDist;
}

// F2 - F1 variant (cracks/veins)
vec2 worley2(vec2 st) {
  vec2 i_st = floor(st);
  vec2 f_st = fract(st);
  
  float f1 = 1.0;  // Closest
  float f2 = 1.0;  // Second closest
  
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 neighbor = vec2(float(x), float(y));
      vec2 point = random2(i_st + neighbor);
      vec2 diff = neighbor + point - f_st;
      float dist = length(diff);
      
      if (dist < f1) {
        f2 = f1;
        f1 = dist;
      } else if (dist < f2) {
        f2 = dist;
      }
    }
  }
  
  return vec2(f1, f2);
}
生成细胞状图案,非常适合制作鳞片、裂纹、焦散效果。
glsl
vec2 random2(vec2 st) {
  st = vec2(dot(st, vec2(127.1, 311.7)), dot(st, vec2(269.5, 183.3)));
  return fract(sin(st) * 43758.5453123);
}

float worley(vec2 st) {
  vec2 i_st = floor(st);
  vec2 f_st = fract(st);
  
  float minDist = 1.0;
  
  // 检查3x3邻域
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 neighbor = vec2(float(x), float(y));
      vec2 point = random2(i_st + neighbor);
      
      // 使点动画
      // point = 0.5 + 0.5 * sin(uTime + 6.2831 * point);
      
      vec2 diff = neighbor + point - f_st;
      float dist = length(diff);
      minDist = min(minDist, dist);
    }
  }
  
  return minDist;
}

// F2 - F1变体(裂纹/脉络)
vec2 worley2(vec2 st) {
  vec2 i_st = floor(st);
  vec2 f_st = fract(st);
  
  float f1 = 1.0;  // 最近距离
  float f2 = 1.0;  // 第二近距离
  
  for (int y = -1; y <= 1; y++) {
    for (int x = -1; x <= 1; x++) {
      vec2 neighbor = vec2(float(x), float(y));
      vec2 point = random2(i_st + neighbor);
      vec2 diff = neighbor + point - f_st;
      float dist = length(diff);
      
      if (dist < f1) {
        f2 = f1;
        f1 = dist;
      } else if (dist < f2) {
        f2 = dist;
      }
    }
  }
  
  return vec2(f1, f2);
}

FBM (Fractal Brownian Motion)

FBM(分形布朗运动)

Layer multiple noise octaves for natural detail at all scales.
glsl
float fbm(vec2 st, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    value += amplitude * snoise(st * frequency);
    frequency *= 2.0;      // Lacunarity
    amplitude *= 0.5;      // Gain/Persistence
  }
  
  return value;
}

// Configurable FBM
float fbm(vec2 st, int octaves, float lacunarity, float gain) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    value += amplitude * snoise(st * frequency);
    frequency *= lacunarity;
    amplitude *= gain;
  }
  
  return value;
}
叠加多个噪声八度,在所有尺度上生成自然细节。
glsl
float fbm(vec2 st, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    value += amplitude * snoise(st * frequency);
    frequency *= 2.0;      // 间隙度
    amplitude *= 0.5;      // 增益/持续性
  }
  
  return value;
}

// 可配置的FBM
float fbm(vec2 st, int octaves, float lacunarity, float gain) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    value += amplitude * snoise(st * frequency);
    frequency *= lacunarity;
    amplitude *= gain;
  }
  
  return value;
}

FBM Variants

FBM变体

glsl
// Ridged FBM (mountains, lightning)
float ridgedFbm(vec2 st, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    float n = snoise(st * frequency);
    n = 1.0 - abs(n);  // Ridge
    n = n * n;          // Sharpen
    value += amplitude * n;
    frequency *= 2.0;
    amplitude *= 0.5;
  }
  
  return value;
}

// Turbulence (absolute value, always positive)
float turbulence(vec2 st, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    value += amplitude * abs(snoise(st * frequency));
    frequency *= 2.0;
    amplitude *= 0.5;
  }
  
  return value;
}
glsl
// 山脊状FBM(山脉、闪电)
float ridgedFbm(vec2 st, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    float n = snoise(st * frequency);
    n = 1.0 - abs(n);  // 山脊效果
    n = n * n;          // 锐化
    value += amplitude * n;
    frequency *= 2.0;
    amplitude *= 0.5;
  }
  
  return value;
}

// 湍流噪声(绝对值,始终为正)
float turbulence(vec2 st, int octaves) {
  float value = 0.0;
  float amplitude = 0.5;
  float frequency = 1.0;
  
  for (int i = 0; i < octaves; i++) {
    value += amplitude * abs(snoise(st * frequency));
    frequency *= 2.0;
    amplitude *= 0.5;
  }
  
  return value;
}

Domain Warping

域扭曲

Distort the input coordinates with noise for organic shapes.
glsl
// Simple domain warp
float warpedNoise(vec2 st) {
  vec2 q = vec2(
    snoise(st),
    snoise(st + vec2(5.2, 1.3))
  );
  
  return snoise(st + q * 2.0);
}

// Double domain warp (more complex)
float doubleWarp(vec2 st) {
  vec2 q = vec2(
    fbm(st, 4),
    fbm(st + vec2(5.2, 1.3), 4)
  );
  
  vec2 r = vec2(
    fbm(st + q * 4.0 + vec2(1.7, 9.2), 4),
    fbm(st + q * 4.0 + vec2(8.3, 2.8), 4)
  );
  
  return fbm(st + r * 4.0, 4);
}

// Animated warp
float animatedWarp(vec2 st, float time) {
  vec2 q = vec2(
    fbm(st + vec2(0.0, 0.0), 4),
    fbm(st + vec2(5.2, 1.3), 4)
  );
  
  vec2 r = vec2(
    fbm(st + q * 4.0 + vec2(1.7, 9.2) + 0.15 * time, 4),
    fbm(st + q * 4.0 + vec2(8.3, 2.8) + 0.126 * time, 4)
  );
  
  return fbm(st + r * 4.0, 4);
}
使用噪声扭曲输入坐标,生成有机形状。
glsl
// 简单域扭曲
float warpedNoise(vec2 st) {
  vec2 q = vec2(
    snoise(st),
    snoise(st + vec2(5.2, 1.3))
  );
  
  return snoise(st + q * 2.0);
}

// 双重域扭曲(更复杂)
float doubleWarp(vec2 st) {
  vec2 q = vec2(
    fbm(st, 4),
    fbm(st + vec2(5.2, 1.3), 4)
  );
  
  vec2 r = vec2(
    fbm(st + q * 4.0 + vec2(1.7, 9.2), 4),
    fbm(st + q * 4.0 + vec2(8.3, 2.8), 4)
  );
  
  return fbm(st + r * 4.0, 4);
}

// 带动画的域扭曲
float animatedWarp(vec2 st, float time) {
  vec2 q = vec2(
    fbm(st + vec2(0.0, 0.0), 4),
    fbm(st + vec2(5.2, 1.3), 4)
  );
  
  vec2 r = vec2(
    fbm(st + q * 4.0 + vec2(1.7, 9.2) + 0.15 * time, 4),
    fbm(st + q * 4.0 + vec2(8.3, 2.8) + 0.126 * time, 4)
  );
  
  return fbm(st + r * 4.0, 4);
}

Common Use Cases

常见应用场景

Terrain Height

地形高度

glsl
float terrainHeight(vec2 pos) {
  float height = 0.0;
  
  // Base terrain
  height += fbm(pos * 0.01, 6) * 100.0;
  
  // Mountains (ridged)
  height += ridgedFbm(pos * 0.005, 4) * 200.0;
  
  // Detail
  height += snoise(pos * 0.1) * 5.0;
  
  return height;
}
glsl
float terrainHeight(vec2 pos) {
  float height = 0.0;
  
  // 基础地形
  height += fbm(pos * 0.01, 6) * 100.0;
  
  // 山脉(山脊状)
  height += ridgedFbm(pos * 0.005, 4) * 200.0;
  
  // 细节
  height += snoise(pos * 0.1) * 5.0;
  
  return height;
}

Clouds

云层

glsl
float clouds(vec2 uv, float time) {
  vec2 motion = vec2(time * 0.1, 0.0);
  
  float density = fbm(uv * 3.0 + motion, 5);
  density = smoothstep(0.0, 0.5, density);
  
  return density;
}
glsl
float clouds(vec2 uv, float time) {
  vec2 motion = vec2(time * 0.1, 0.0);
  
  float density = fbm(uv * 3.0 + motion, 5);
  density = smoothstep(0.0, 0.5, density);
  
  return density;
}

Fire/Flames

火焰效果

glsl
float fire(vec2 uv, float time) {
  // Upward motion
  uv.y -= time * 2.0;
  
  // Turbulent distortion
  float turb = turbulence(uv * 4.0, 4);
  
  // Fade out at top
  float fade = 1.0 - uv.y;
  
  return turb * fade;
}
glsl
float fire(vec2 uv, float time) {
  // 向上运动
  uv.y -= time * 2.0;
  
  // 湍流扭曲
  float turb = turbulence(uv * 4.0, 4);
  
  // 顶部淡出
  float fade = 1.0 - uv.y;
  
  return turb * fade;
}

Water Caustics

水体焦散

glsl
float caustics(vec2 uv, float time) {
  vec2 w = worley2(uv * 8.0 + time * 0.5);
  return pow(1.0 - w.x, 3.0);
}
glsl
float caustics(vec2 uv, float time) {
  vec2 w = worley2(uv * 8.0 + time * 0.5);
  return pow(1.0 - w.x, 3.0);
}

Marble/Stone

大理石/石材纹理

glsl
float marble(vec2 uv) {
  float n = fbm(uv * 2.0, 4);
  float veins = sin(uv.x * 10.0 + n * 10.0);
  return veins * 0.5 + 0.5;
}
glsl
float marble(vec2 uv) {
  float n = fbm(uv * 2.0, 4);
  float veins = sin(uv.x * 10.0 + n * 10.0);
  return veins * 0.5 + 0.5;
}

Performance Tips

性能优化技巧

TechniqueImpact
Fewer octaves in FBMMajor speedup
2D vs 3D noise2D ~2x faster
Bake to textureMassive speedup for static
Lower frequency = fewer samplesFaster
技巧影响
减少FBM的八度数量大幅提升速度
2D vs 3D噪声2D噪声约快2倍
烘焙为纹理静态场景下速度提升显著
降低频率=减少采样速度更快

File Structure

文件结构

shader-noise/
├── SKILL.md
├── references/
│   ├── noise-comparison.md    # Visual comparison of types
│   └── optimization.md        # Performance techniques
└── scripts/
    ├── noise/
    │   ├── simplex2d.glsl     # Copy-paste simplex 2D
    │   ├── simplex3d.glsl     # Copy-paste simplex 3D
    │   ├── worley.glsl        # Copy-paste Worley
    │   └── fbm.glsl           # FBM variants
    └── examples/
        ├── terrain.glsl       # Terrain generation
        ├── clouds.glsl        # Cloud shader
        └── fire.glsl          # Fire effect
shader-noise/
├── SKILL.md
├── references/
│   ├── noise-comparison.md    # 噪声类型可视化对比
│   └── optimization.md        # 性能优化技巧
└── scripts/
    ├── noise/
    │   ├── simplex2d.glsl     # 可直接复制的2D Simplex噪声
    │   ├── simplex3d.glsl     # 可直接复制的3D Simplex噪声
    │   ├── worley.glsl        # 可直接复制的Worley噪声
    │   └── fbm.glsl           # FBM变体
    └── examples/
        ├── terrain.glsl       # 地形生成示例
        ├── clouds.glsl        # 云层着色器示例
        └── fire.glsl          # 火焰效果示例

Reference

参考资料

  • references/noise-comparison.md
    — Visual comparison of noise types
  • references/optimization.md
    — Performance optimization techniques
  • references/noise-comparison.md
    — 噪声类型可视化对比
  • references/optimization.md
    — 性能优化技巧