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Explore noise
Value, gradient and cellular noise, layered and warped, running live. Pick the look, then copy its Metal: the functions for your shader, or the whole shader.
Open in the playground
Tiles seamlessly: the scale becomes a whole number of cells and lacunarity 2 or 3.
The settings
Layers add the noise to itself, each layer finer by lacunarity and fainter by gain (fractal noise, or fbm). Warp moves where the noise is read from by more of itself, for flowing marble and smoke. Drift moves it over time.
The same on every GPU
The hash is an integer one rather than the common fract(sin(…)), which differs between GPUs and at high values. The functions copy into any Metal shader; the whole shader opens in the playground and the Ray Kiln app.