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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Creating a seamless noise texture


It can be particularly useful to have a noise texture that tiles well. If we simply create a noise texture as a finite slice of noise values, then the values will not wrap smoothly across the boundaries of the texture. This can cause hard edges (seams) to appear in the rendered surface if the texture coordinates extend outside of the range of zero to one.

Fortunately, GLM provides a periodic variant of Perlin noise that can be used to create a seamless noise texture.

The following image shows an example of regular (left) and periodic (right) four-octave Perlin noise. Note that in the left image, the seams are clearly visible, while they are hidden in the right image:

In this example, we'll modify the code from the previous recipe to produce a seamless noise texture.

Getting ready

For this recipe, we'll start with the code from the previous Creating a noise texture using GLM recipe.

How to do it...

Modify the code from the previous recipe in the following way.

Within...

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