Comments on: [Shader Library] Noise and Pseudo Random Number Generator in GLSL https://www.geeks3d.com/20100831/shader-library-noise-and-pseudo-random-number-generator-in-glsl/ Graphics Cards and GPUs News, Graphics Programming, Home of FurMark Fri, 24 Nov 2017 16:18:33 +0000 hourly 1 https://wordpress.org/?v=6.7.1 By: Mark Ivey https://www.geeks3d.com/20100831/shader-library-noise-and-pseudo-random-number-generator-in-glsl/#comment-20717 Sun, 21 Aug 2011 18:26:45 +0000 http://www.geeks3d.com/?p=7309#comment-20717 Are you sure that “n = (n << 13) ^ n; return (n * (n*n*15731+789221) + 1376312589) & 0x7fffffff;" is LFSR? Both the wikipedia article and virtualdub article you link to show implementations of LFSR that use a lot of bitshift, while your version is multiplying by large primes. Am I missing something? Are they really the same algorithm?

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