Perlin Noise generation for terrain

Perlin noise is completely controlled by the different variables you set, i.e. amplitude, frequency and persistance. The amount of octaves has a little change, but not much. In code that I have written in the past I have just played around with the order of magnitude of the frequency and persistance until I have gotten … Read more

Random / noise functions for GLSL

For very simple pseudorandom-looking stuff, I use this oneliner that I found on the internet somewhere: float rand(vec2 co){ return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } You can also generate a noise texture using whatever PRNG you like, then upload this in the normal fashion and sample the values in your shader; I can dig … Read more

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