Re: Perlin noise in a fragment shader
I'm trying to implement 3D simplex noise from the example found in the GLSL fragment shader in this archive:
and am not sure that I've got it right.
The texture I get isn't quite as random as I'd hope. As you can see, it exhibits very obvious diagonal stripes, and looks nothing like the builtin GLSL noise1(x,y,z) function.
I'm using a 256x256px permutation texture with random values in each of the 4 channels.
Anyone any idea what might be going wrong?