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.