GLSL Perlin Noise

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Take a look to this small shader to simulate water waves. It is built with OpenGL C++ and GLSL and running entirely on GPU. I used some perlin noise algorithms from Ian McEwan. As it is a GLSL shader, it can run everywhere, in a native context, Unity, WebGL, …

 

Source files here.

QGLSL Perlin Noise

6 comments

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  • Jim - August 12, 2013 reply

    I downloaded your GLSL source files, it looks like your fragment shader file has the same content as your vertex shader file. Do you have a fragment shader? Also, on iOS (prior to iOS7) sampler2D is not allowed in the vertex shader. The first line in your vertex shader is a uniform sampler2d, but that variable doesn’t seem to be used anywhere.

    Quentin Lengelé

    Quentin Lengelé - August 14, 2013 reply

    I used perlin noise algoritm in fragment and vertex shader. That’s why you’ll find similar methods in both files.
    Never tried to port it on IOS, sorry. But I will and let you know 😉
    I’ll check for the sampler2D unused variable.

  • Ribeur - November 1, 2013 reply

    thanks, this looks very interesting, would you consider sharing the app code (cinder?) as well? i’m not sure how to put the shader to work like u did. thanks a lot in any case.

    Quentin Lengelé

    Quentin Lengelé - January 15, 2014 reply

    Here is the VS2010 Project:
    http://www.cornflex.org/files/MyShaderLab.zip

  • David Brown - February 24, 2014 reply

    I downloaded the MyShaderLab source and Cinder. I had to update the project to point to boost and to get the msw library. However, the ResiveEvent was still not defined. I removed the resize function and it finally compiled and works well, but only in debug mode. But that is good enough. Thanks!

  • Robert Swanson - November 3, 2014 reply

    I’d also really appreciate the full source (but your link isn’t working 🙁 ). I’d be grateful if you could upload it again. 🙂

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