[WebGL] Noise Functions
This article summarizes the fundamentals of well-known noise functions, for example, Value, Perlin, Simplex noises, and describes how to use them.
This article summarizes the fundamentals of well-known noise functions, for example, Value, Perlin, Simplex noises, and describes how to use them.
In the previous article1, we’ve created a realistic Earth. Unlike the Earth that consists of solid elements, the sun is full of gas. In order to render a gas flowing through the surface of the sun, I’ll utilize fractal noise, a.k.a., fractal Brownian motion, that is mentioned at here2. Also, I...
Let’s return to creating a realistic Earth using Three.js. Unlike the previous Earth1, we are going to render Earth using shader material. First, we will describe the day and night with two different textures, since there are city lights at night. Second, I’ll make an effect for mountain shado...
Now, it’s time to design a custom pattern to illustrate the shader. Since all vertex and fragment is “blind” to others, we have to script a code with different manner from the concurrent programming. Thus, the position and color of a vertex should be defined with its own attributes and the sha...
A shader program consists of vertex and fragment shaders. A vertex shader defines the geometric attributes of vertices, whereas fragment shader defines their color. In this post, I’ll address how to create the vertex and fragment shaders and how to use them.