2024-09-14 06:41:52 +00:00
										 
									 
								 
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								float random( vec2 uv ) 
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								{
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								  return fract( sin( dot( uv.xy, vec2( 12.9898, 78.233 ) ) ) * 43758.5453123 );
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								}
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								vec2 random_v2( vec2 uv ) 
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								{
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									return vec2( fract( sin( dot( uv.xy, vec2( 12.9898,78.233 ) ) ) * 43758.5453123 ) );
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								}
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								vec3 random_v3( vec3 uvw )
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								  uvw = vec3( dot(uvw, vec3(127.1,311.7, 513.7) ),
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								              dot(uvw, vec3(269.5,183.3, 396.5) ),
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								        dot(uvw, vec3(421.3,314.1, 119.7) ) );
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								  return -1.0 + 2.0 * fract(sin(uvw) * 43758.5453123);
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								}
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								float perlin( vec2 uv ) 
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								{
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								  vec2 uv_index = floor(uv);
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								  vec2 uv_fract = fract(uv);
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								  vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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								  return mix( mix( dot( random_v2(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
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								                    dot( random_v2(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
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								              mix( dot( random_v2(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
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								                    dot( random_v2(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
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								}
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								float perlin3D( vec3 uvw )
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								{	
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									vec3 gridIndex = floor( uvw ); 
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									vec3 gridFract = fract( uvw );
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									vec3 blur = smoothstep( 0.0, 1.0, gridFract );
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									vec3 blb = gridIndex + vec3(0.0, 0.0, 0.0);
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									vec3 brb = gridIndex + vec3(1.0, 0.0, 0.0);
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									vec3 tlb = gridIndex + vec3(0.0, 1.0, 0.0);
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									vec3 trb = gridIndex + vec3(1.0, 1.0, 0.0);
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									vec3 blf = gridIndex + vec3(0.0, 0.0, 1.0);
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									vec3 brf = gridIndex + vec3(1.0, 0.0, 1.0);
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									vec3 tlf = gridIndex + vec3(0.0, 1.0, 1.0);
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									vec3 trf = gridIndex + vec3(1.0, 1.0, 1.0);
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									vec3 gradBLB = random_v3( blb ); 
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									vec3 gradBRB = random_v3( brb );
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									vec3 gradTLB = random_v3( tlb );
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									vec3 gradTRB = random_v3( trb );
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									vec3 gradBLF = random_v3( blf );
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									vec3 gradBRF = random_v3( brf );
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									vec3 gradTLF = random_v3( tlf );
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									vec3 gradTRF = random_v3( trf );
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									vec3 distToPixelFromBLB = gridFract - vec3( 0.0, 0.0, 0.0 );
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									vec3 distToPixelFromBRB = gridFract - vec3( 1.0, 0.0, 0.0 );
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									vec3 distToPixelFromTLB = gridFract - vec3( 0.0, 1.0, 0.0 );
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									vec3 distToPixelFromTRB = gridFract - vec3( 1.0, 1.0, 0.0 );
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									vec3 distToPixelFromBLF = gridFract - vec3( 0.0, 0.0, 1.0 );
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									vec3 distToPixelFromBRF = gridFract - vec3( 1.0, 0.0, 1.0 );
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									vec3 distToPixelFromTLF = gridFract - vec3( 0.0, 1.0, 1.0 );
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									vec3 distToPixelFromTRF = gridFract - vec3( 1.0, 1.0, 1.0 );
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									float dotBLB = dot( gradBLB, distToPixelFromBLB );
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									float dotBRB = dot( gradBRB, distToPixelFromBRB );
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									float dotTLB = dot( gradTLB, distToPixelFromTLB );
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									float dotTRB = dot( gradTRB, distToPixelFromTRB );
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									float dotBLF = dot( gradBLF, distToPixelFromBLF );
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									float dotBRF = dot( gradBRF, distToPixelFromBRF );
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									float dotTLF = dot( gradTLF, distToPixelFromTLF );
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									float dotTRF = dot( gradTRF, distToPixelFromTRF );
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									return mix(
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										mix( mix(dotBLB, dotBRB, blur.x),	mix(dotTLB, dotTRB, blur.x), blur.y	),
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										mix( mix(dotBLF, dotBRF, blur.x),	mix(dotTLF, dotTRF, blur.x), blur.y ), 
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								    blur.z
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									) + 0.5;
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								}
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								float perlinPolar( vec2 uv )
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								{
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								  return perlin( uv ) * 2.0 - 1.0;
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								}
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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								float worley( vec2 uv, float columns, float rows ) 
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								{
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									vec2 index_uv = floor( vec2( uv.x * columns, uv.y * rows ) );
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									vec2 fract_uv = fract( vec2( uv.x * columns, uv.y * rows ) );
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									float minimum_dist = 1.0;  
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									for ( int y= -1; y <= 1; y++ ) 
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								  {
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										for ( int x= -1; x <= 1; x++ ) 
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								    {
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											vec2 neighbor = vec2( float( x ), float( y ) );
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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											vec2 point = random_v2( index_uv + neighbor );
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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											vec2 diff = neighbor + point - fract_uv;
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											float dist = length (diff );
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											minimum_dist = min( minimum_dist, dist );
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										}
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									}
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									return minimum_dist;
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								}
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								vec2 voronoi( vec2 uv, float columns, float rows ) 
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								{	
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									vec2 index_uv = floor( vec2( uv.x * columns, uv.y * rows ) );
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									vec2 fract_uv = fract( vec2( uv.x * columns, uv.y * rows ) );
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									float minimum_dist = 1.0;  
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									vec2 minimum_point;
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									for ( int y= -1; y <= 1; y++ ) 
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								  {
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										for ( int x= -1; x <= 1; x++ ) 
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								    {
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											vec2 neighbor = vec2( float( x ), float( y ) );
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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											vec2 point = random_v2( index_uv + neighbor );
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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											vec2 diff = neighbor + point - fract_uv;
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											float dist = length( diff );
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											if ( dist < minimum_dist )
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								      {
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												minimum_dist = dist;
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												minimum_point = point;
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											}
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										}
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									}
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									return minimum_point;
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 |