Noise grid v5 — Stick
Dots become sticks: one rotated line per cell, long enough to overlap its neighbours, so the field reads as a flow rather than a dotted grid.
A stick per cell, rotated to the noise angle, its length normalised against the converged angle range and its thickness fixed. Sticks are longer than the cell spacing, so they cross into neighbouring cells and the field starts to read as direction.
That overlap is what the shader has to solve: each pixel scans a 5×5 neighbourhood, keeps the stick drawn last to match the original's painter order, and bails out early past the furthest a stick could possibly reach.







