Worley 2D#15
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Turns out glam's I used On the CPU:
The only thing that bothers me is that we use The shader example looks pretty cool though:
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vladinator1000
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Review notes
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Added mouse input to the example 2025-01-14.17-41-42.mp4 |
johanhelsing
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Looks great, sorry for the slow response.
Did you check if it it produces similarish values on the CPU and GPU?
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Thanks @johanhelsing, addressed your comments, but the CPU and GPU values look different and I'm not sure how to fix that. CPU version
GPU
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It's a bit unfortunate that we break the promise that gpu and cpu-noise are the same... It would be awesome if we could figure out what's causing the difference. |
johanhelsing
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I pretty closely at the two versions side-by-side, but couldn't find anything obvious causing the discrepancies :/ Guess maybe we'll have to go line-by-line and figure out what causes it
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Cleaned up the changes and made PR to your branch: vladinator1000#1 Merge that and revert the changes that break the doc links, and this should be good to go :) |
docs: Adjust example for cpu/gpu consistent results
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Wow, thanks @johanhelsing, turns out it was almost there ❤️ I fixed the docs. |
johanhelsing
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Thanks! This is a really cool addition. Thanks for sticking around even though my responses have been far in-between!






Heya @johanhelsing , I love this crate! I'm working on a Worley implementation, it's almost there but I have some strange issues. This is the rendered output of this example:
I'm developing on windows and added the wgpu backend env var to reduce console warnings.
I used this repo for inspiration: https://github.com/bevy-interstellar/wgsl_noise/blob/main/worley_vec2f.wgsl
Do you see where I'm making a mistake here? Looks like it doesn't handle negative coordinates well, because when x and y are positive (top right) there are no visual issues.