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ashima/webgl-noise

Procedural Noise Shader Routines compatible with WebGL observed · 2026-08-28

github.com/ashima/webgl-noise · C++ · MIT (permissive) 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

Full methodology

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

Member repositories

RepositoryRoleHealth v2
ashima/webgl-noisemain32

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