ashima/webgl-noise
Procedural Noise Shader Routines compatible with WebGL observed · 2026-08-28
Health v2 · maintenance only
32/100
- Activity 0
- Release rhythm 35
- Longevity 100
Flags: no_releases
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-03. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 5671
- days_rel: n/a
- days_push: 656
- n_releases_24m: 0
Adoption not part of the score
2995 stars · 306 forks observed · 2026-08-28
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded
A collection of GLSL procedural noise shader routines (simplex, classic Perlin, cellular, psrdnoise) compatible with WebGL. The functions are fully self-contained with no texture lookup tables, making them convenient and scalable for GPU rendering.
Use cases
- generate procedural noise in WebGL shaders
- add simplex noise to GLSL fragment shaders
- create procedural textures without texture lookups
- implement cellular noise for GPU graphics
- add terrain or fluid noise effects in WebGL
When to avoid
- you need maximum noise performance on desktop GPUs, where texture-based implementations are faster
- you want an actively developed library with ongoing feature work
Facets
library · maturity maintenance
graphics simulation graphics web-development browser webgl glsl procedural-noise simplex-noise shaders gpu game-development web-server
1 source
- readme: https://github.com/ashima/webgl-noise · fetched 2026-08-28 · 6ccb42c342da
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| ashima/webgl-noise | main | 32 |
For agents
markdown · JSON · MCP: product_card(name="ashima/webgl-noise")
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem