forge-shader-noise

Generate deterministic HLSL shader noise utilities for procedural textures.

36|6|Updated Mar 25, 2026
One-click install
npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-shader-noise-nebulavenus
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: forge-shader-noise
Source: https://github.com/Nebulavenus/forge-gpu/tree/main/.claude/skills/forge-shader-noise
Command: npx skills add https://github.com/Nebulavenus/forge-gpu --skill forge-shader-noise-nebulavenus

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Procedural noise functions run on the GPU to generate organic textures without external assets, enabling dynamic materials and effects in real-time rendering.

Core Features & Use Cases

  • Hash-based random values for deterministic, texture-safe randomness.
  • Value noise and 2D Perlin gradient noise for smooth texture variation.
  • fBm (fractal Brownian motion) for natural detail across scales.
  • Domain warping to create marble-like, irregular, or organic patterns.
  • Self-contained HLSL snippets suitable for SDL GPU fragment shaders and easy integration.

Quick Start

Integrate the noise shader into your fragment pipeline and render a test quad.

Frequently Asked Questions about forge-shader-noise

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate procedural textures in an HLSL fragment shader?▼

fBm, or fractal Brownian motion, generates natural detail across multiple scales by layering procedural noise, while domain warping distorts input coordinates to produce organic, marble-like textures and irregular patterns in your fragment pipeline.

How do I add fBm and domain warping for organic visual effects?▼

fBm, or fractal Brownian motion, generates natural detail across multiple scales by layering procedural noise, while domain warping distorts input coordinates to produce organic, marble-like textures and irregular patterns in your fragment pipeline.

Can I use these shader noise utilities with SDL GPU rendering pipelines?▼

Yes, these shader noise utilities are self-contained HLSL snippets suitable for SDL GPU fragment shaders, providing a structured integration pattern to render test quads and apply procedural visual effects across real-time graphics pipelines.

What is the best way to create deterministic random values for terrain variation?▼

The best way to create deterministic random values for terrain variation is using hash-based random functions on the GPU, ensuring texture-safe randomness that consistently generates organic procedural textures without external assets.

When do I need GPU procedural noise instead of external texture assets?▼

You need GPU procedural noise instead of external texture assets when building real-time rendering workflows that require dynamic materials, deterministic terrain variation, and visual effects generated directly within your HLSL fragment shaders.