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.