Simple stupid noise primitives for glam types (Vec2
, Vec3
) and wgsl.
Main motivations are:
- ergonomic usage with Bevy
- same results on rust and wgsl (not bit-level perfect, though)
- [
simplex_noise_2d
] - [
simplex_noise_2d_seeded
] - [
simplex_noise_3d
] - [
fbm_simplex_2d
] - [
fbm_simplex_2d_seeded
] - [
fbm_simplex_3d
]
Zero initialization, just call the noise functions:
use bevy::prelude::*;
use noisy_bevy::simplex_noise_2d;
let p = Vec2::new(12.3, 45.6);
let value = simplex_noise_2d(p);
First add the plugin to the Bevy app:
App::new()
.add_plugin(NoisyShaderPlugin)
And import it and use it in your shaders, with the same API as on the CPU-side:
#import noisy_bevy simplex_noise_2d
// ...
let p = vec2(12.3, 45.6);
let value = simplex_noise_2d(p);
See the asteroids example
, for an example that uses noise to procedurally generate a tilemap on the CPU and a matching background in a wgsl shader.
The main
branch targets the latest bevy release.
bevy | noisy_bevy |
---|---|
0.13 | 0.6, main |
0.12 | 0.5 |
0.11 | 0.4 |
0.10 | 0.3 |
0.9 | 0.2 |
0.8 | 0.1 |
MIT
The original simplex noise source is MIT-only, however all changes made by me or PRs to this repo are also available under Apache-2.0.
The noise primitives are ports/copies of these
- https://github.com/stegu/psrdnoise
- https://gist.github.com/munrocket/236ed5ba7e409b8bdf1ff6eca5dcdc39
PRs welcome!