
A single .tox containing 16 procedural noise types all running in true 4D.
Three shader variants are included, all sharing the same noise library and uniform interface:
- GLSL TOP — equirectangular spherical projection, seamless sphere output
- GLSL MAT — world-space surface noise for geometry
- GLSL POP — per-point noise writing to Color and Noise channels
16 noise types using the same parameters:
- Value FBM — 4D hypercube (16-corner) value interpolation, quintic ease
- Gradient FBM — Perlin 4D, quintic ease, 16-corner 4D gradients
- Simplex FBM — Ashima/McEwan true 4D simplex, 5 vertices per cell
- Cellular F1 — Worley nearest-cell Euclidean, true 4D (81 neighbors)
- Voronoi F2-F1 — Worley border distance, cracked-glass look
- Ridged Value — ridge fold on Value FBM, sharp mountain ridges
- Turbulence — abs accumulation on Value FBM, classic cloud/fire texture
- Domain Warp — IQ double-FBM warp in full 4D, organic swirling
- Billow Gradient — inverted turbulence on Gradient FBM, puffy clouds
- Ridged Gradient — ridge fold on Gradient FBM, sharper crisp ridges
- Cell Turbulence — abs-fold on Worley F1, soft rounded cells
- Cell Ridged — ridge fold on Worley F1, crystalline/cracked-ice spikes
- Pyramids — Manhattan F1 (L1 distance), square diamond grid
- Blocks — Chebyshev F1 (L∞ distance), hard square Minecraft-style tiling
- Tech — Manhattan F2-F1 border, PCB circuit-board lines
- Chebyshev F2-F1 — L∞ border, boxy angular grid boundaries
Mostly based on : http://www.neilblevins.com/art_lessons/procedural_noise/procedural_noise.html
Enjoy !
Arnaud




