What you see there is ogles2's internal GLSL-to-SPIR-V compiler (glslangvalidator) complaining about the function not being supported. The reason for this problem is the #version you are using. Try e.g. ""#version 430" and the noiseX function calls will compile. Yes, all that #version hick-hack sucks hard with GLSL.
However, that still won't give you the desired result. I checked the source of the GLSL-to-SPIRV-compiler "glslangvalidator" (which is the reference GLSLcompiler) I use internally (and which is also used for my stand-alone build that ships with Nova) and found that it's handling it as a dummy.
So, what you get is effectively this
float a=/*noise1*/(b);
vec2 c=/*noise2*/(d);
etc.
As far as I can tell from a quick peak into the source even the latest glslangvalidator version doesn't emit anything real.
However, at least some years ago hardware support for the noise function was rare at best, I don't know if anybody implemented it at all, never used it.
The thing is that you can achieve the same if not better results if you implement your own noise function, usually consisting out of a noise-texture-lookup, thus being trivial to do and very fast.
glslangvalidator (or ogles2) could emit self-made noise functions, but a decent noise can be pretty costly, which is why they didn't do it at all, I suppose. So you end up with the above.