Warning: I think this needs its matrix multiplication fix to account for GLSL and HLSL's differences in row-major vs column-major math
Ports of this library to HLSL. This fork of the original library is your best source of information about these functions.
I have also included and converted that latter fork's author's improved simplex noise as well.
These have been modified for compatibility with HLSL (of course), removing redundant code and renaming things where necessary so that you may #include to your heart's content without worrying about function redefinition errors. I've even included a "noise-include-all.hlsl" for your convenience if you'd like to play around.
All comments have been maintained, with little added of my own. I am but a translator of genius work done by others.
I have not tested this entire library in full, and I'd be lying if said I knew how to use every function available. However, visiting the original libraries and their wikis/readmes should provide you better context than I could. If you encounter any bugs not present in the source material, please submit an issue or pull request.
I have only tested this library in Unity using a compute shader on DX11, and am curious to see if this works in other use cases. I assume it would, but I'm new to this.
When using this, ensure you are using a compiler that supports macros. If you're not, you may need to edit the special-math.hlsl
file to convert the macros into several explicit overloaded functions.