Hiya everybody! I’ve just started learning GLSL and I find this to be very interesting and very puzzling at times. Here’s a puzzle I can’t quite figure out: there’s a particular glsl fractal brownian motion shader that I’m experimenting with and the problem is that it’s producing two completely different redenderings depending on where it’s being rendered. Here’s a Shadertody versus Cineshader example:
As you can see the exact same shader is producing a more “oily” version in the Shadertoy rendering but it’s producing a more "volumetric’ terrain-like rendering in Cineshader.
I’m going for the Cineshader look, but when I implement this shader in THREE.JS it gives me the oily rendering that’s the same as Shadertoy.
Would anybody be kind enough to explain why this is rendering differently? And could you please give me pointers that can help me reproduce the Cineshader look?
I’m working on creating a cube with that volumetric noise look like the one in Cineshader applied on its faces but so far I’m only getting the Shadertoy oily look. So what’s up with this?
Your help is highly appreciated!