Workshop 6 - Procedural Generation
When you run the base code, you should some terrain.
A framebuffer with “color” and “height” attachments is created.
noise_frag.glsl renders into this FBO to produce a texture and heightmap for the terrain.
This shader uses a GLSL noise implementation.
The terrain is rendered using a shader that automatically computes normals. Other than that it is not noteworthy.
noise_frag.glsl to make more interesting terrain.