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// GPU procedural noise texture generator.
// Uses compute shader for parallel texture generation.
#include "math/noise"
struct NoiseParams {
width: u32,
height: u32,
seed: f32,
frequency: f32,
}
@group(0) @binding(0) var output_tex: texture_storage_2d<rgba8unorm, write>;
@group(0) @binding(1) var<uniform> params: NoiseParams;
@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) id: vec3<u32>) {
if (id.x >= params.width || id.y >= params.height) { return; }
let uv = vec2<f32>(f32(id.x) / f32(params.width),
f32(id.y) / f32(params.height));
let p = uv * params.frequency + params.seed;
let noise = noise_2d(p);
textureStore(output_tex, id.xy, vec4<f32>(noise, noise, noise, 1.0));
}
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