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OpenGL 4 Shading Language Cookbook

You're reading from   OpenGL 4 Shading Language Cookbook Build high-quality, real-time 3D graphics with OpenGL 4.6, GLSL 4.6 and C++17

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Product type Paperback
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Length 472 pages
Edition 3rd Edition
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Authors (2):
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David A Wolff David A Wolff
Author Profile Icon David A Wolff
David A Wolff
David Wolff David Wolff
Author Profile Icon David Wolff
David Wolff
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Table of Contents (13) Chapters Close

Preface 1. Getting Started with GLSL FREE CHAPTER 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 12. Other Books You May Enjoy

Creating a noise texture using GLM


To create a texture for use as a source of noise, we need some way to generate noise values. Implementing a proper noise generator from scratch can be a fairly daunting task. Luckily, GLM provides some functions for noise generation that are straightforward and easy to use.

In this recipe, we'll use GLM to generate a 2D texture of noise values created using a Perlin noise generator. GLM can generate 2D, 3D, and 4D Perlin noise via the glm::perlin function.

It is a common practice to use Perlin noise by summing the values of the noise function with increasing frequencies and decreasing amplitudes. Each frequency is commonly referred to as an octave (double the frequency). For example, in the following image, we show the results of the 2D Perlin noise function sampled at four different octaves. The sampling frequencies increase from left to right.

The leftmost image in the following image is the function sampled at our base frequency, and each image to the right...

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