My terrain shader does quite a bit, but I don't know how to break it up in any way that will reduce my instruction count without removing key features of the terrain. It does the following: ...
I am looking for an example site with a Perlin Noise implementation in both CPU and GPU, that generates somewhat the same results in those two places. I see many CPU implementations of Perlin Noise, ...
I have successfully made a Perlin noise algorithm on the GPU. It works as expected, and generates great results. Now, as part of the physics calculations in my game, I need to replicate the exact same ...