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@mattdesl
Last active June 20, 2025 09:51
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  1. mattdesl revised this gist Jul 1, 2024. No changes.
  2. mattdesl created this gist Jul 1, 2024.
    47 changes: 47 additions & 0 deletions random.wgsl
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    // each pixel is assigned 4 random u32 values per frame
    @group(0) @binding(1)
    var<storage, read> rnd_state: array<u32>;

    // the current state within this pixel
    var<private> local_rnd_state:vec4u;

    fn random_u32(state:ptr<private,vec4u>) -> u32 {
    var st:vec4u = *state;
    /* Algorithm "xor128" from p. 5 of Marsaglia, "Xorshift RNGs" */
    // Load the state from the storage buffer
    var t: u32 = st.w;
    var s: u32 = st.x;
    t ^= t << 11;
    t ^= t >> 8;
    var x:u32 = t ^ s ^ (s >> 19);
    *state = vec4u(
    x, s, st.y, st.z
    );
    return x;
    }

    fn random() -> f32 {
    return f32(random_u32(&local_rnd_state)) / 0x100000000;
    }

    fn my_main () {
    var idx:u32 = /* index of this pixel into your rnd_state buffer */;

    // each pixel is assigned its own set of 4 random u32 for xorshift
    // then this is stored in a local private space, so that each time
    // random() is called, state will be shifted forward with xorshift
    local_rnd_state = vec4u(
    rnd_state[idx * 4 + 0],
    rnd_state[idx * 4 + 1],
    rnd_state[idx * 4 + 2],
    rnd_state[idx * 4 + 3]
    );

    // now you are ready to call random() as many times as you like!
    out_color = vec4(
    random(),
    random(),
    random(),
    1.0
    );
    }