227 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
| // #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Noise.gdshaderinc"
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| 
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| #include "res://addons/rokojori_action_library/Runtime/Shading/Library/Math.gdshaderinc"
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| 
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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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| 
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| vec2 random_v2( vec2 uv ) 
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| {
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|   uv = vec2
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|   ( 
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|     dot(uv, vec2( 127.1,311.7 ) ),
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|     dot(uv, vec2( 269.5,183.3 ) ) 
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|   );
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|   
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|   return -1.0 + 2.0 * fract( sin( uv ) * 43758.5453123 );
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| }
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| 
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| 
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| vec3 random_v3( vec3 uvw )
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| {
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| 	
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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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|     
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|   return -1.0 + 2.0 * fract(sin(uvw) * 43758.5453123);
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| }
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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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| 
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| //   vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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| 
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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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| 
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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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| 
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|   vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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| 
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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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| 
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| float perlinOctaves( vec2 uv, int octaves, float scale, float gain )
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| {
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|   float s = 1.0;
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|   float g = 1.0;
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| 
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|   float v = perlin( uv * s ) * g;
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|   float n = 1.0;
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| 
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|   for ( int i = 0; i < octaves; i++ )
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|   {
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|     s *= scale;
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|     g *= gain;
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|      
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|     v += perlin( uv * s ) * g;
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|     n += g;
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|   }
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| 
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|   return v / n;
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| }
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| 
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| vec2 seamLessCoordinate( vec2 uv, vec2 seamRange, vec2 seamFade, vec2 type )
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| {
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|   return mod( uv - seamFade * type, seamRange );
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| }
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| 
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| float perlinOctavesSeamless( vec2 uv, int octaves, float scale, float gain, vec2 seamRange, vec2 seamFade )
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| {
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|   // uv = mod( uv , seamRange );
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|   seamFade *= seamRange;
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|   vec2 fading = mod( uv, seamRange ) ;
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|   fading.x = normalizeToRange01( fading.x, seamRange.x - seamFade.x, seamRange.x );
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|   fading.y = normalizeToRange01( fading.y, seamRange.y - seamFade.y, seamRange.y );
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| 
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| 
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|   // 0, seamRange - seamFade, seamRange
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|   //
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| 
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|   vec2 p00 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 0.0, 0.0 ) );
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|   vec2 p10 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 1.0, 0.0 ) );
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|   vec2 p01 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 0.0, 1.0 ) );
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|   vec2 p11 = seamLessCoordinate( uv, seamRange, seamFade, vec2( 1.0, 1.0 ) );
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| 
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|   float n00 = perlinOctaves( p00, octaves, scale, gain );
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|   float n10 = perlinOctaves( p10, octaves, scale, gain );
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|   float n01 = perlinOctaves( p01, octaves, scale, gain );
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|   float n11 = perlinOctaves( p11, octaves, scale, gain );
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| 
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|   float n0 = mix( n00, n10, fading.x );
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|   float n1 = mix( n01, n11, fading.x );
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| 
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|   return mix( n0, n1, fading.y );
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| }
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| 
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| 
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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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| 	
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| 	vec3 blur = smoothstep( 0.0, 1.0, gridFract );
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| 	
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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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| 	
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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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| 	
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| 	
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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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| 	
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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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| 	
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| 	
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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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| 
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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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| 
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| 
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| float worley( vec2 uv, float columns, float rows ) 
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| {
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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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| 	
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| 	float minimum_dist = 1.0;  
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| 	
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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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| 			vec2 point = random_v2( index_uv + neighbor );
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| 			
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| 			vec2 diff = neighbor + point - fract_uv;
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| 			float dist = length (diff );
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| 
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| 			minimum_dist = min( minimum_dist, dist );
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| 		}
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| 	}
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| 	
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| 	return minimum_dist;
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| }
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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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| 	
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| 	float minimum_dist = 1.0;  
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| 	vec2 minimum_point;
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| 
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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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| 			vec2 point = random_v2( index_uv + neighbor );
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| 
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| 			vec2 diff = neighbor + point - fract_uv;
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| 			float dist = length( diff );
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|   
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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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| 
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| 
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| 	return minimum_point;
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| }
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| 
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