CPU-based noise functions rely on external state with some variable that is fed back onto itself. Since in shaders you can't read and write into the same buffer, GPU implementations have to take a different approach. I personally find it easier to just use a noise texture. Here's a GLSL-based noise shader:
having a smal problem with the gen-sprinkle.
i can not adjust the "range x" and the "range y" independently like i can with the jit.sprinkle object. if i change both range attributes, i get always a diagonal distortion.
here is a smal patch, which shows the difference.
perhaps it is possible to get the same results with the gen variant.