This is a minimal proof of concept of how to get different types of procedural noise via SparkSL, the specific language used by SparkAR to manipulate shaders; you can use this code as the basis of your research/experiments.
Much of IQ(aka Inigo Quilez)'s work - the shadertoy mastermind - is assumed as "gold standard", in this porting from GLSL.
You can compile the project within SparkAR and test it directly in your device.
From picker UI (on bottom):
- (1) an overview of the various types of procedural noise computed in real-time
- (2) visualize the effect of the noise on the texture camera of the device
From slider UI (on right):
- adjust the amplitude of the noise value; you can find more details in shaders/shaderCode.sca
Currently a work in progress, feel free to file a PR if you'd like to contribute. The project is updated to version 117 of SparkAR sdk. If you like the project and/or find it useful, drop me a star ;)
- iPhoneXR
- Huawei P9 Lite