#include #include #include "client/rendering/NoiseTexture.h" NoiseTexture::NoiseTexture(uint width, uint height) { std::vector data; for(uint x = 0; x < width; x++) { for(uint y = 0; y < height; y++) { data.push_back(getRandom()); data.push_back(getRandom()); data.push_back(getRandom()); } } texture.setRGBFloatData(width, height, data.data()); } void NoiseTexture::bind(uint index) const { texture.bind(index); } float NoiseTexture::getRandom() const { float r = static_cast (rand()) / static_cast (RAND_MAX); return r * 2.0f - 1.0f; }