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minimum proof of concept about procedural noise generation in SparkAR's shader language (SparkSL).

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SparkSL Procedural Noise Example

Watch the video

Intro

This is a minimal proof of concept of how to get different types of procedural noise via SparkSL, the specific language used by SparkAR to manipulate shaders; you can use this code as the basis of your research/experiments.

Much of IQ(aka Inigo Quilez)'s work - the shadertoy mastermind - is assumed as "gold standard", in this porting from GLSL.

short howto

You can compile the project within SparkAR and test it directly in your device.

From picker UI (on bottom):

photo5996829765165758148

  • (1) an overview of the various types of procedural noise computed in real-time

photo5996829765165758147

  • (2) visualize the effect of the noise on the texture camera of the device

From slider UI (on right):

  • adjust the amplitude of the noise value; you can find more details in shaders/shaderCode.sca

Currently a work in progress, feel free to file a PR if you'd like to contribute. The project is updated to version 117 of SparkAR sdk. If you like the project and/or find it useful, drop me a star ;)

Tested on

  • iPhoneXR
  • Huawei P9 Lite