Exploring the world of three.js, webGL, and GLSL through the magic of random

When using three.js to call a fragment shader, I have a shader that specifies a color for my material in rgb format. I am trying to figure out a way to multiply those colors by a random value. The code I currently have is as follows:

gl_FragColor = vec4( color.r*.5, color.g, color.b, smoothstep( 8000.0, -8000.0, gl_FragCoord.z / gl_FragCoord.w ) ); //MH - creates colors by multiplying color values

If I were working with JavaScript, this is what I would like to achieve, even though it is not possible to do it directly within a GLSL shader script:

gl_FragColor = vec4( color.r*Math.random(), color.g, color.b, smoothstep( 8000.0, -8000.0, gl_FragCoord.z / gl_FragCoord.w ) ); //MH - creates colors by multiplying color values

Answer №1

If you're looking for a reliable source of pseudorandom values within a shader, I highly suggest checking out Ashima's WebGL noise library. This powerful tool takes x/y/z values and produces simplex noise, ensuring stability across frames. For random values that evolve over time, simply input a time-modulated value into the noise function.

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