shader-noise

Generate multiple procedural noise types for GLSL shader textures.

27|2|Updated Apr 18, 2025
One-click install
npx skills add https://github.com/tanepiper/teskooano --skill shader-noise
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: shader-noise
Source: https://github.com/tanepiper/teskooano/tree/main/.cursor/skills/shader-noise
Command: npx skills add https://github.com/tanepiper/teskooano --skill shader-noise

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

Procedural noise provides coherent randomness for graphics, enabling natural-looking textures and patterns without random, scattered results.

Core Features & Use Cases

  • Supports multiple noise types (Value, Perlin, Simplex, Worley) with variants like FBM, ridged FBM, and turbulence.
  • Includes domain warping and animated noise for dynamic textures (terrain, clouds, water, marble).
  • Example use: create terrain height maps, cloud layers, or marble stone textures for shaders.

Quick Start

float n = snoise(uv * 5.0); float n2 = fbm(uv * 3.0, 4); // Ridged FBM for mountains float m = ridgedFbm(uv * 2.0, 3);

Frequently Asked Questions about shader-noise

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

FAQPage Schema
How do I generate procedural noise for GLSL textures?▼

Procedural noise for GLSL textures is generated by applying mathematical functions like snoise or fbm to UV coordinates, providing coherent randomness for natural-looking patterns without scattered results.

What is the difference between Value, Perlin, Simplex, and Worley noise for shaders?▼

Value, Perlin, Simplex, and Worley noise are distinct algorithms generating coherent randomness. This implementation provides all four types, allowing selection of specific texture patterns from smooth gradients to cellular structures.

How do I create terrain height maps and cloud layers using procedural noise?▼

Create terrain height maps and cloud layers using Fractional Brownian Motion variants. Apply ridged FBM to UV coordinates to generate dynamic, organic mountain textures and atmospheric cloud patterns.

Can I use domain warping for animated water and marble textures in GLSL?▼

Yes, domain warping for animated water and marble textures in GLSL is supported. This technique distorts input coordinates of noise functions to create complex, fluid-like dynamic patterns for real-time graphics.

Do I need external dependencies to implement FBM and Simplex noise in my graphics project?▼

No external dependencies are needed. This implementation provides self-contained GLSL code and references for FBM and Simplex noise, operating directly within your graphics project environment.