- Bluenoise in the game INSIDE (dithering, raymarching, reflections)
- Dithering, Ray marching, shadows etc
- A Survery of Blue Noise and Its Applications
- Moments In Graphics (void-and-cluster)
- Bart Wronski Implementation of Solid Angle algorithm
| // zooming squares. by dave | |
| int[][] result; | |
| float t, c; | |
| float ease(float p) { | |
| return 3*p*p - 2*p*p*p; | |
| } | |
| float ease(float p, float g) { | 
| in vec2 v_texcoord; // texture coords | |
| in vec3 v_normal; // normal | |
| in vec3 v_binormal; // binormal (for TBN basis calc) | |
| in vec3 v_pos; // pixel view space position | |
| out vec4 color; | |
| layout(std140) uniform Transforms | |
| { | |
| mat4x4 world_matrix; // object's world position | 
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
	float fl = floor(p);
  float fc = fract(p);