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With WebGPU compute shaders, all terrain generation code will be rewritten, which is the perfect occasion to improve its quality.
Here are some ideas that could be used:
The text was updated successfully, but these errors were encountered:
The analytic normal will be abandonned in favor of erosion by gradient division.
This will also make it easier with craters (3d worley)
Domain warping can bé used for biome blending.
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This one is crazy good for lod transitions https://youtu.be/N3mKIasLeTY
Another erosion noise but in 3D with derivatives! https://www.shadertoy.com/view/ddGcz1
Example of crater noise: https://www.shadertoy.com/view/llSGRw
And possibly some inexpensive variant https://www.shadertoy.com/view/4tK3zR
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With WebGPU compute shaders, all terrain generation code will be rewritten, which is the perfect occasion to improve its quality.
Here are some ideas that could be used:
The text was updated successfully, but these errors were encountered: