c#,monogame,procedural-generation,simplex-noise

Check line 133 in the SimplexNoise you are using: // The result is scaled to return values in the interval [-1,1]. After you divide it by 10, the result would be in range from -0.1 to +0.1 You need a range from 0 to 1, so instead of dividing by...

opengl,glsl,normals,simplex-noise

Alright, turns out my problem was almost purely math related. If anyone is interested: The GLSL implementation of the gradient calculation posted in the question is totally correct. Calculating the normals directly from the gradient is possible as described here. And the result looks exactly like I wanted it to...