Chris 'Xenon' Hanson wrote:
  I'm wondering if there's a canonical example of translating a non-continuous 
noise
amplitude function (let's ignore anti-aliasing for now) into a normal in a GLSL 
shader?
I've kludged mine to work for now, but I don't think it's best practice to do 
it the way I am.

I don't know if I'd call it "canonical", but I think the Nvidia Cg book has a method to convert height field images into normal maps, which at least sounds similar to what you're looking for. I'd check to be sure it's there, but I can't seem to find my copy right now.

--"J"

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