I am trying to create super simple Perlin noise clouds in a fragment shader using the Noise function found here .
In the low octaves, my result, because of a better word, is "bliss." I just wanted to smooth out these blobby areas and have a smooth noise, but have it a little more detailed than just one octave.
Fragment Shader:
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 resolution;
float surface3 ( vec3 coord ) {
float frequency = 4.0;
float n = 0.0;
n += 1.0 * abs( cnoise( coord * frequency ) );
n += 0.5 * abs( cnoise( coord * frequency * 2.0 ) );
n += 0.25 * abs( cnoise( coord * frequency * 4.0 ) );
return n;
}
void main( void ) {
vec2 position = gl_FragCoord.xy / resolution.xy;
float n = surface3(vec3(position, time * 0.1));
gl_FragColor = vec4(n, n, n, 1.0);
}
Live example:
http://glsl.heroku.com/e#1413.0


On the left is what I have at the moment. How can I achieve something more in the right way?
source
share