For Blender 3.0 we intend to support at least one or two noise texture nodes in geometry nodes (probably Noise and Voronoi). There are a few user oriented and technical decisions we have to make.
#### UI
For geometry nodes we would probably want to have a vector output next to "Fac(tor)" and "Color". Contrary to the existing outputs, this output should probably be approximately in the [-1, 1] range instead of [0, 1]. Should this also be added to shader nodes?
#### Technical
We already have some noise functions in `BLI_noise.h`. However, those are not enough to fully implement the noise nodes.
Currently, the same noise functions are implemented in three places:
* Cycles C++ (e.g. `svm_noise.h`).
* Cycles OSL (e.g. `node_noise_texture.osl`).
* Eevee GLSL (e.g. `gpu_shader_material_tex_noise.glsl`).
Unfortunately, none of these implementations can be used by Blender itself. The Cycles c++ implementation comes the closest, but given how tightly integrated it is with Cycles, it seems unlikely that we can use this.
Currently, the best option I can see is to add a new implementation of all the noise functions in blenlib. Maybe there is an option I'm not aware of.