diff --git a/addons/ShaderLib_v2_2_4/Procedural/Noise/Voronoi.gd b/addons/ShaderLib_v2_2_4/Procedural/Noise/Voronoi.gd
index 0ccdec2..7607946 100644
--- a/addons/ShaderLib_v2_2_4/Procedural/Noise/Voronoi.gd
+++ b/addons/ShaderLib_v2_2_4/Procedural/Noise/Voronoi.gd
@@ -1,9 +1,6 @@
@tool
class_name VisualShaderNodeProceduralVoronoi extends ShaderLib
-func _init() -> void:
- output_port_for_preview = 0
-
func _get_name() -> String:
return "Voronoi"
@@ -63,7 +60,7 @@ func _get_input_port_default_value(port: int) -> Variant:
2:
return 2.0
3:
- return 2.0
+ return 5.0
_:
return null
_:
@@ -113,13 +110,15 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
var cell_density: String = input_vars[1]
var angle_offset: String = input_vars[2]
- var chebyshev_power: String = "0."
-
- if distance_index == 2:
- if input_vars[3]:
- chebyshev_power = input_vars[3]
var output: String = output_vars[0]
var cells: String = output_vars[1]
- return "voronoi_noise(%s, %s, %s, %s, %s, %s, %s);" % [uv, cell_density, angle_offset, distance_index, chebyshev_power, output, cells]
+ match distance_index:
+ 1:
+ return "%s = voronoi_noise_manhattan(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]
+ 2:
+ var chebyshev_power: String = input_vars[3]
+ return "%s = voronoi_noise_chebyshev(%s, %s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, chebyshev_power, cells]
+ _:
+ return "%s = voronoi_noise_euclidean(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]
diff --git a/addons/ShaderLib_v2_2_4/Procedural/Procedural.gdshaderinc b/addons/ShaderLib_v2_2_4/Procedural/Procedural.gdshaderinc
index 6263de2..1ca1bdc 100644
--- a/addons/ShaderLib_v2_2_4/Procedural/Procedural.gdshaderinc
+++ b/addons/ShaderLib_v2_2_4/Procedural/Procedural.gdshaderinc
@@ -130,7 +130,7 @@ vec2 voronoi_random_vector(vec2 p) {
return fract(sin(p * matrix) * 46839.32);
}
-void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells){
+float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells){
vec2 grid_uv = fract(uv * cell_density);
vec2 grid_id = floor(uv * cell_density);
vec2 cell_id = vec2(0);
@@ -142,18 +142,31 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
vec2 n = voronoi_random_vector(grid_id + offset);
vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
float d = min_dist;
-
- switch(distance_index){
- case 1:
- d = manhattan_distance_2d(grid_uv, p);
- break;
- case 2:
- d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
- break;
- default:
- d = distance(grid_uv, p);
- break;
+ d = distance(grid_uv, p);
+ if(d < min_dist) {
+ min_dist = d;
+ cell_id = voronoi_random_vector(grid_id + offset);
}
+ }
+ }
+
+ cells = cell_id.y;
+ return min_dist;
+}
+
+float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells){
+ vec2 grid_uv = fract(uv * cell_density);
+ vec2 grid_id = floor(uv * cell_density);
+ vec2 cell_id = vec2(0);
+ float min_dist = 100.;
+
+ for(float y = -1.; y <= 1.; y++) {
+ for(float x = -1.; x <= 1.; x++) {
+ vec2 offset = vec2(x, y);
+ vec2 n = voronoi_random_vector(grid_id + offset);
+ vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
+ float d = min_dist;
+ d = manhattan_distance_2d(grid_uv, p);
if(d < min_dist) {
min_dist = d;
@@ -162,8 +175,33 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
}
}
- output = min_dist;
cells = cell_id.y;
+ return min_dist;
+}
+
+float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells){
+ vec2 grid_uv = fract(uv * cell_density);
+ vec2 grid_id = floor(uv * cell_density);
+ vec2 cell_id = vec2(0);
+ float min_dist = 100.;
+
+ for(float y = -1.; y <= 1.; y++) {
+ for(float x = -1.; x <= 1.; x++) {
+ vec2 offset = vec2(x, y);
+ vec2 n = voronoi_random_vector(grid_id + offset);
+ vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
+ float d = min_dist;
+ d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
+
+ if(d < min_dist) {
+ min_dist = d;
+ cell_id = voronoi_random_vector(grid_id + offset);
+ }
+ }
+ }
+
+ cells = cell_id.y;
+ return min_dist;
}
float ellipse_shape(vec2 uv, float width, float height) {
diff --git a/documentation/Nodes/Procedural/Noise/Voronoi.md b/documentation/Nodes/Procedural/Noise/Voronoi.md
index 9099384..6d1a212 100644
--- a/documentation/Nodes/Procedural/Noise/Voronoi.md
+++ b/documentation/Nodes/Procedural/Noise/Voronoi.md
@@ -25,7 +25,9 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
**Method signature**
-
`void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells)`
+
`float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells)`
+
`float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells)`
+
`float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells)`
**Parameters**
|Name|Type|Description|
@@ -33,8 +35,6 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
|uv|vec2|Input UV value|
|cell_density|float|Density of generated cells|
|angle_offset|float|Offset values for points|
-|distance_index|int|Distance matrix to use for Voronoi, 0 = Euclidean, 1 = Manhattan, 2 = Chebyshev|
|chebyshev_power|float|Power for Chebyshev distance|
-|output|out float|Output noise value|
|cells|out float|Output raw cell data|
___
\ No newline at end of file