I need to generate normally-distributed pseudo-random numbers in a GLSL version 120 fragment shader.
They don't even have to be particularly good pseudo-random numbers. But they do need to be normally distributed.
I think I know where to look if I want to write my own random number generator, but I wanted to see if such a thing had already been invented. I'd also be grateful for any links to uniformly distributed random number generators in GLSL 120.
As a note, I've already seen the random noise generation question for GLSL. Unfortunately, it looks like simplex and Perlin noise has some kind of multimodal distribution. I suppose I could just use the mod function, but I wondered if there was a more appropriate method.