Killer curl noise example found on github https://github.com/cabbibo/glsl-curl-noise/blob/master/curl.glsl
#pragma glslify: snoise = require(glsl-noise/simplex/3d)
vec3 snoiseVec3( vec3 x ){
float s = snoise(vec3( x ));
float s1 = snoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));
float s2 = snoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));
vec3 c = vec3( s , s1 , s2 );
return c;
}
vec3 curlNoise( vec3 p ){
const float e = .1;
vec3 dx = vec3( e , 0.0 , 0.0 );
vec3 dy = vec3( 0.0 , e , 0.0 );
vec3 dz = vec3( 0.0 , 0.0 , e );
vec3 p_x0 = snoiseVec3( p - dx );
vec3 p_x1 = snoiseVec3( p + dx );
vec3 p_y0 = snoiseVec3( p - dy );
vec3 p_y1 = snoiseVec3( p + dy );
vec3 p_z0 = snoiseVec3( p - dz );
vec3 p_z1 = snoiseVec3( p + dz );
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( vec3( x , y , z ) * divisor );
}
#pragma glslify: export(curlNoise)
vec3 snoiseVec3( vec3 x ){
x += u_transform;
float s = TDSimplexNoise(vec3( x ));
float s1 = TDSimplexNoise(vec3( x.y - 19.1 , x.z + 33.4 , x.x + 47.2 ));
float s2 = TDSimplexNoise(vec3( x.z + 74.2 , x.x - 124.5 , x.y + 99.4 ));
vec3 c = vec3( s , s1 , s2 );
return c;
}
vec3 curlNoise( vec3 p ){
const float e = .1;
vec3 dx = vec3( e , 0.0 , 0.0 );
vec3 dy = vec3( 0.0 , e , 0.0 );
vec3 dz = vec3( 0.0 , 0.0 , e );
vec3 p_x0 = snoiseVec3( p - dx );
vec3 p_x1 = snoiseVec3( p + dx );
vec3 p_y0 = snoiseVec3( p - dy );
vec3 p_y1 = snoiseVec3( p + dy );
vec3 p_z0 = snoiseVec3( p - dz );
vec3 p_z1 = snoiseVec3( p + dz );
float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y;
float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z;
float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x;
const float divisor = 1.0 / ( 2.0 * e );
return normalize( vec3( x , y , z ) * divisor );
}