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@frapx/glsl-noise

v0.2.0

Published

Lightweight GLSL noise helpers for @frapx/fx-canvas.

Readme

@frapx/glsl-noise

npm version

Lightweight GLSL 3D noise helpers for @frapx/fx-canvas.

This package is intentionally separate from @frapx/fx-canvas so the core runtime stays small. It exports GLSL strings that can be embedded in fragment shaders.

Install

pnpm add @frapx/fx-canvas @frapx/glsl-noise

Usage

import { createShaderBackground, glsl } from "@frapx/fx-canvas";
import { fbm3d } from "@frapx/glsl-noise";

createShaderBackground({
  target: ".hero",
  fragment: glsl`
    precision highp float;

    uniform vec2 u_resolution;
    uniform float u_time;

    ${fbm3d}

    void main() {
      vec2 uv = gl_FragCoord.xy / u_resolution;
      float n = frapx_fbm3d(vec3(uv * 4.0, u_time * 0.1));
      gl_FragColor = vec4(vec3(n * 0.5 + 0.5), 1.0);
    }
  `
});

Exports

  • simplex3d - self-contained frapx_simplex3d(vec3)
  • perlin3d - self-contained frapx_perlin3d(vec3)
  • periodicPerlin3d - self-contained frapx_periodicPerlin3d(vec3, vec3)
  • fbm3d - self-contained frapx_fbm3d(vec3) using simplex noise
  • noise3d - combined snippet with all 3D functions
  • noise3dCommon, simplex3dBody, perlin3dBody, periodicPerlin3dBody, fbm3dBody - composable building blocks

Use noise3d when you need multiple functions in one shader to avoid duplicating shared helper functions.

Notes

  • Function names are prefixed with frapx_ to reduce GLSL global name collisions.
  • The snippets target WebGL1 / GLSL ES 1.00.
  • Use precision highp float; in shaders that include these snippets.

License

The 3D simplex and classic Perlin implementations are derived from webgl-noise by Ashima Arts and Stefan Gustavson, distributed under the MIT license. See LICENSES/webgl-noise-MIT.txt.