Noise grid v11 — Rotation
The whole field turns while it flows — and the port that made it possible, since the CPU version leaked a cache that never repeated.
The original drew this grid dot by dot on the CPU, sampling Perlin noise per cell every frame and building string cache keys that could never repeat, because the scene angle changes on every frame — so the cache grew without bound and the sketch got slower the longer you watched it.
Here the whole field is one full-screen fragment shader: each pixel finds the dot it belongs to, samples the same Perlin noise on the GPU, and shades it — and pixels outside any dot bail out before touching the noise at all. Rotation stops being expensive, which is why this version can afford to turn.







