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I like to use different kind of noise in my projects and i optimized them a lot for this purpose like ashima snoise : https://www.shadertoy.com/view/4sdGD8
getShaderAsync() gives you an object holding the vertex and fragment shader string for the current configured backend. If you want to force GLSL output, you have to create the renderer via forceWebGL: true. Or use a browser that does not support WebGPU yet.
You might want to use the dev branch since there is a minor bug in r170 that breaks the method, see #29832.
Description
I like to use different kind of noise in my projects and i optimized them a lot for this purpose like ashima snoise : https://www.shadertoy.com/view/4sdGD8
When I translate it to tsl using the tsl-translator ( https://threejs.org/examples/?q=tsl%20to#webgpu_tsl_editor ) it give me something like :
Solution
I was wondering if this seems ok to you in terms of performance ?
Also I was wondering if Three have a current system to check the output of the shaders ?
Alternatives
RawShaderNodeMaterial( gslVertexShader, gslFragmentShader, wgslVertexShader, wgslFragmentShader )
Additional context
No response
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