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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-09-20 04:15:58 +08:00

24 Commits

Author SHA1 Message Date
51ee380503 Vector Transform Node revamped 2024-09-30 18:30:06 +05:30
c1c786f345 Merge branch 'godot-4.2' 2024-09-29 23:44:09 +05:30
afae2c766e Voronoi noise functions refactored 2024-09-29 23:42:44 +05:30
85fc207dc0 Merge branch 'godot-4.2' 2024-09-11 18:04:01 +05:30
1b66431979 Merge branch 'godot-4.2' 2024-07-21 16:46:24 +05:30
506c677307 Merge branch 'godot-4.2' 2024-07-03 00:29:20 +05:30
8bac036b66 Merge branch 'godot-4.2' 2024-05-31 00:24:45 +05:30
009b94277f Merge branch 'godot-4.2' 2024-05-30 00:06:55 +05:30
e0cd7320e7 Merge branch 'godot-4.2' 2024-04-15 23:06:00 +05:30
6576785b47 Merge branch 'godot-4.2' 2024-03-27 11:48:44 +05:30
217bf0a24e Merge branch 'godot-4.2' 2024-03-18 11:28:45 +05:30
4844686953 Merge branch 'godot-4.2' 2024-03-14 19:30:47 +05:30
8e9910a8d3 Merge branch 'godot-4.2' 2024-02-26 22:33:08 +05:30
a4640eed2f Merge branch 'godot-4.2' 2024-02-22 16:25:44 +05:30
5cc50c533f Merge branch 'godot-4.2' 2024-02-13 21:04:17 +05:30
571098f3d9 Merge branch 'godot-4.2' 2024-01-13 19:03:34 +05:30
fae913cea6 Create FUNDING.yml 2024-01-12 00:03:09 +05:30
9d7c679c5b Merge branch 'development' 2023-12-24 20:57:23 +05:30
67ec588347 Merge branch 'development' 2023-10-20 18:03:43 +05:30
63acf5d341 Merge branch 'development' 2023-10-17 17:43:01 +05:30
8972c2da37 Merge branch 'development' 2023-10-17 17:18:53 +05:30
5ece7a3bd3 Merge branch 'development' 2023-10-15 15:09:19 +05:30
3fc8d868a6 Merge branch 'development' 2023-10-15 00:17:30 +05:30
32c40f1371 Merge pull request #1 from DigvijaysinhGohil/development
Documentation typo and files refactor
2023-10-15 00:05:28 +05:30
7 changed files with 130 additions and 154 deletions

13
.github/FUNDING.yml vendored Normal file
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@ -0,0 +1,13 @@
# These are supported funding model platforms
github: DigvijaysinhGohil
patreon: DigvijaysinhG
open_collective: # Replace with a single Open Collective username
ko_fi: # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
otechie: # Replace with a single Otechie username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

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@ -40,106 +40,6 @@ float smoothmax(float a, float b, float t) {
return mix(b, a, h) + t * h * (1. - h);
}
vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector) {
return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector) {
return (view_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
return local_to_tangent_matrix * vector_local;
}
vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector) {
return (model_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector) {
vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
return (view_matrix * vec4(vector_world, 1.0)).xyz;
}
vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
return (projection_matrix * vec4(vector_view, 1.0)).xyz;
}
vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
return local_to_tangent_matrix * vector;
}
vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector) {
return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
return vector_transform_world_to_local(model_matrix, vector_world);
}
vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector) {
return (projection_matrix * vec4(vector, 1.0)).xyz;
}
vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
}
vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector) {
return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
}
vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
}
vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector) {
vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
return vector_transform_view_to_world(inv_view_matrix, vector_view);
}
vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
return local_to_tangent_matrix * vector_local;
}
vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
return tangent_to_local_matrix * vector;
}
vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_world(model_matrix, vector_local);
}
vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
}
vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
vec3 vector_local = tangent_to_local_matrix * vector;
return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
}
vec4 noise_sine_wave(vec4 input, vec2 min_max) {
vec4 sin_in = sin(input);
vec4 sin_in_offset = sin(input + 1.0);

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@ -32,11 +32,11 @@ func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_VECTOR_3D
func _get_property_count() -> int:
return 2
return 3
func _get_property_default_index(index: int) -> int:
match index:
0:
0, 1:
return 0
_:
return 1
@ -44,24 +44,29 @@ func _get_property_default_index(index: int) -> int:
func _get_property_name(index: int) -> String:
match index:
0:
return "Vector Type"
1:
return "From"
_:
return "To"
func _get_property_options(index: int) -> PackedStringArray:
return ["Local", "World", "View", "Screen", "Tangent"]
match index:
0:
return ["Positional", "Directional"]
_:
return ["Local", "World", "View", "Clip", "Tangent"]
func _is_available(mode: Shader.Mode, type: VisualShader.Type) -> bool:
return mode == Shader.MODE_SPATIAL
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/Maths/Maths.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var code: String
var from_coord_space_index: int = get_option_index(0)
var to_coord_space_index: int = get_option_index(1)
var vector_type: int = get_option_index(0)
var from_coord_space_index: int = get_option_index(1)
var to_coord_space_index: int = get_option_index(2)
var input_vector: String = input_vars[0] if input_vars[0] else "vec3(0.0, 0.0, 0.0)"
var w_component: String = "1.0" if vector_type == 0 else "0.0"
match from_coord_space_index:
0:
@ -69,59 +74,79 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
0:
code = "%s = %s;" % [output_vars[0], input_vector]
1:
code = "%s = vector_transform_local_to_world(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = vector_transform_local_to_view(MODEL_MATRIX, VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s = vector_transform_local_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = "%s = vector_transform_local_to_tangent(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
match to_coord_space_index:
0:
code = "%s = vector_transform_world_to_local(MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = %s;" % [output_vars[0], input_vector]
2:
code = "%s = vector_transform_world_to_view(VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s = vector_transform_world_to_screen(VIEW_MATRIX, PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s =(PROJECTION_MATRIX * VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = "%s = vector_transform_world_to_tangent(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
match to_coord_space_index:
0:
code = "%s = vector_transform_view_to_local(INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = vector_transform_view_to_world(INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = %s;" % [output_vars[0], input_vector]
3:
code = "%s = vector_transform_view_to_screen(PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = "%s = vector_transform_view_to_tangent(INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
match to_coord_space_index:
0:
code = "%s = vector_transform_screen_to_local(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = vector_transform_screen_to_world(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = vector_transform_screen_to_view(INV_PROJECTION_MATRIX, %s);" % [output_vars[0], input_vector]
code = "%s = (INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s = %s;" % [output_vars[0], input_vector]
4:
code = "%s = vector_transform_screen_to_tangent(INV_PROJECTION_MATRIX, INV_VIEW_MATRIX, MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 local_to_tangent_mat = mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0));
"""
code += "%s = (local_to_tangent_mat * inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = """
vec3 normal = (inverse(MODEL_MATRIX) * INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
mat4 tangent_to_local_mat = inverse(mat4(vec4(TANGENT, 1.0), vec4(BINORMAL, 1.0), vec4(normal, 1.0), vec4(0.0, 0.0, 0.0, 1.0)));
"""
match to_coord_space_index:
0:
code = "%s = vector_transform_tangent_to_local(NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code += "%s = (tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
1:
code = "%s = vector_transform_tangent_to_world(MODEL_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code += "%s = (MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
2:
code = "%s = vector_transform_tangent_to_view(MODEL_MATRIX, VIEW_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code += "%s = (VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
3:
code = "%s = vector_transform_tangent_to_screen(MODEL_MATRIX, VIEW_MATRIX, PROJECTION_MATRIX, NORMAL, BINORMAL, TANGENT, %s);" % [output_vars[0], input_vector]
code += "%s = (PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * tangent_to_local_mat * vec4(%s, %s)).xyz;" % [output_vars[0], input_vector, w_component]
4:
code = "%s = %s;" % [output_vars[0], input_vector]

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@ -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]

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@ -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;
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) {

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@ -10,6 +10,7 @@ Returns the transformed vector of the input value <i><b>in</b></i> from one coor
**Controls**
|Name|Options|Description|
|---|---|---|
|Vector type|Positional, Directional|Positional will take into account translation data, Directional won't|
|From|Local, World, View, Screen, Tangent|Coordinate space from which you want to transform the input vector|
|To|Local, World, View, Screen, Tangent|Coordinate space to which you want to transform the input vector|

View File

@ -25,7 +25,9 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
<br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
**Method signature**
<br>`void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells)`
<br>`float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells)`
<br>`float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells)`
<br>`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|
___