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Home/ Questions/Q 4059262
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Editorial Team
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Editorial Team
Asked: May 20, 20262026-05-20T15:11:08+00:00 2026-05-20T15:11:08+00:00

I’m working on procedurally generating patches of dirt using randomized fractals for a video

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I’m working on procedurally generating patches of dirt using randomized fractals for a video game. I’ve already generated a height map using the midpoint displacement algorithm and saved it to a texture. I have some ideas for how to turn that into a texture of normals, but some feedback would be much appreciated.

My height texture is currently a 257 x 257 gray-scale image (height values are scaled for visibility purposes):

enter image description here

My thinking is that each pixel of the image represents a lattice coordinate in a 256 x 256 grid (hence, why there are 257 x 257 heights). That would mean that the normal at coordinate (i, j) is determined by the heights at (i, j), (i, j + 1), (i + 1, j), and (i + 1, j + 1) (call those A, B, C, and D, respectively).

So given the 3D coordinates of A, B, C, and D, would it make sense to:

  1. split the four into two triangles: ABC and BCD
  2. calculate the normals of those two faces via cross product
  3. split into two triangles: ACD and ABD
  4. calculate the normals of those two faces
  5. average the four normals

…or is there a much easier method that I’m missing?

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  1. Editorial Team
    Editorial Team
    2026-05-20T15:11:09+00:00Added an answer on May 20, 2026 at 3:11 pm

    Example GLSL code from my water surface rendering shader:

    #version 130
    uniform sampler2D unit_wave
    noperspective in vec2 tex_coord;
    const vec2 size = vec2(2.0,0.0);
    const ivec3 off = ivec3(-1,0,1);
    
        vec4 wave = texture(unit_wave, tex_coord);
        float s11 = wave.x;
        float s01 = textureOffset(unit_wave, tex_coord, off.xy).x;
        float s21 = textureOffset(unit_wave, tex_coord, off.zy).x;
        float s10 = textureOffset(unit_wave, tex_coord, off.yx).x;
        float s12 = textureOffset(unit_wave, tex_coord, off.yz).x;
        vec3 va = normalize(vec3(size.xy,s21-s01));
        vec3 vb = normalize(vec3(size.yx,s12-s10));
        vec4 bump = vec4( cross(va,vb), s11 );
    

    The result is a bump vector: xyz=normal, a=height

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