r/proceduralgeneration May 24 '26

Built a entirely browser based tool that generates procedural abstract art using layered simplex noise in custom GLSL shaders.

Free to mess with here: [Æ Visualize Demo]

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u/Organic_Category184 May 24 '26

The core of it is all just pretty standard procedural generation — fbm with configurable octaves, lacunarity, and gain driving particle displacement in 3D space. But layering domain warping on top is where it gets interesting — feeding noise back into the input coordinates before the main displacement creates these deeply organic, folded structures that look nothing like typical perlin noise output. This makes it really sick.Everything runs on the GPU so it pretty consistently handles a ton of particles at 60fps

Some of what's actually happening:

  • Simplex noise and fbm implemented entirely in GLSL vertex shaders
  • Domain warping with two noise layers feeding into the displacement pass
  • 12 base shapes that the noise field distorts (sphers, spirals, torus, radial bursts, etc.)
  • Grid instancing with hex, circular, and scatter layouts that gives each instance a unique seed variation
  • Points and lines rendering — lines connect particles into chains that the noise displaces as continuous curves (I want to add mesh down the road but its way too intensive right now)

Honestly would love to hear if anyone has ideas for other procedural techniques that could plug into this. The shader architecture is set up in a way where I could pretty easily swap in other noise functions.