# Day 17: Basic noise

Categories AShaderEveryDay

Today I decided to set aside the ray marching engine to focus on GLSL’s basic like procedural texture generation witch will be very unseful for the sphere tracing later 🙂 . To make this noise the formula is simple ; you compute the **sinus **(`sin(x)`

) of a dot of two 2D vectors , then you took the** fractional part **(`fract(x)`

in GLSL) of the result. To resume is look like this :

`float random (vec2 st) {`

` return fract(sin(dot(st.xy,vec2(13.4,74.0)))*(83983.0));`

`}`

*First noise… 🙂
*

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