A port of https://github.com/ashima/webgl-noise
You can use those noises in your gdscripts using the technique shown here: https://github.com/curly-brace/Godot-Simplex
Consists of:
- worley 2d
- worley with 2x2 window instead of 3x3
- worley 3d
- worley 3d with 2x2x2 window instead of 3x3x3
- perlin 2d
- perlin 3d
- perlin 4d
- simplex 2d
- simplex 3d
- simplex 3d with analytic derivative gradient output
- simplex 4d
- and last is 'psrdnoise' monster with 4:
- 2-D non-tiling simplex noise with rotating gradients, without the analytical derivative
- 2-D non-tiling simplex noise with rotating gradients and analytical derivative
- 2-D tiling simplex noise with rotating gradients, without the analytical derivative
- 2-D tiling simplex noise with rotating gradients and analytical derivative
Analytical derivatives return vec3 with first element is a vector of the noise value. And 2nd and 3rd are x and y partial derivatives.
You can test any of the shaders by creating a Sprite node, creating new ImageTexture for it (size like 256x256 would be fine), creating new shader material for it and loading desired shader to it. (try simplex3d.tres ^_^ )
All shaders have offset and scale parameters. Set scale to something like 8 to see the noise better. Worley shaders have jitter parameter that with 0 value will output perfect squares.
More info on original repo: https://github.com/ashima/webgl-noise/wiki
godot does not support (currently) in shaders: constants, inline functions, defines, for loops, better swizzling. So code is not as efficient as it could be.