GPU Optimization for GameDev By Person Emil Persson @Humus Blog <2013> Low-Level Thinking in High-Level Shading Languages <2014> Low-Level Shader Optimization for Next-Gen and DX11 <2018> Rule of optimization Matt Pettineo @mynameismjp
Generic 1,2,3 Noise float rand(float n){return fract(sin(n) * 43758.5453123);} float noise(float p){ float fl = floor(p); float fc = fract(p); return mix(rand(fl), rand(fl + 1.0), fc); }