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13
.github/FUNDING.yml
vendored
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13
.github/FUNDING.yml
vendored
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@ -0,0 +1,13 @@
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# These are supported funding model platforms
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github: DigvijaysinhGohil
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patreon: DigvijaysinhG
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open_collective: # Replace with a single Open Collective username
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ko_fi: # Replace with a single Ko-fi username
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tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
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community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
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liberapay: # Replace with a single Liberapay username
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issuehunt: # Replace with a single IssueHunt username
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otechie: # Replace with a single Otechie username
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lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
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custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']
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@ -1,9 +1,6 @@
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@tool
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class_name VisualShaderNodeProceduralVoronoi extends ShaderLib
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func _init() -> void:
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output_port_for_preview = 0
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func _get_name() -> String:
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return "Voronoi"
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@ -63,7 +60,7 @@ func _get_input_port_default_value(port: int) -> Variant:
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2:
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return 2.0
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3:
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return 2.0
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return 5.0
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_:
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return null
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_:
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@ -113,13 +110,15 @@ func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shad
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var cell_density: String = input_vars[1]
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var angle_offset: String = input_vars[2]
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var chebyshev_power: String = "0."
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if distance_index == 2:
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if input_vars[3]:
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chebyshev_power = input_vars[3]
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var output: String = output_vars[0]
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var cells: String = output_vars[1]
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return "voronoi_noise(%s, %s, %s, %s, %s, %s, %s);" % [uv, cell_density, angle_offset, distance_index, chebyshev_power, output, cells]
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match distance_index:
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1:
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return "%s = voronoi_noise_manhattan(%s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, cells]
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2:
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var chebyshev_power: String = input_vars[3]
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return "%s = voronoi_noise_chebyshev(%s, %s, %s, %s, %s);" % [output, uv, cell_density, angle_offset, chebyshev_power, cells]
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_:
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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) {
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return fract(sin(p * matrix) * 46839.32);
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}
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void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells){
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float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells){
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vec2 grid_uv = fract(uv * cell_density);
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vec2 grid_id = floor(uv * cell_density);
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vec2 cell_id = vec2(0);
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@ -142,18 +142,31 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
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vec2 n = voronoi_random_vector(grid_id + offset);
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vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
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float d = min_dist;
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switch(distance_index){
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case 1:
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d = manhattan_distance_2d(grid_uv, p);
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break;
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case 2:
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d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
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break;
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default:
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d = distance(grid_uv, p);
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break;
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if(d < min_dist) {
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min_dist = d;
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cell_id = voronoi_random_vector(grid_id + offset);
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}
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}
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}
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cells = cell_id.y;
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return min_dist;
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}
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float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells){
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vec2 grid_uv = fract(uv * cell_density);
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vec2 grid_id = floor(uv * cell_density);
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vec2 cell_id = vec2(0);
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float min_dist = 100.;
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for(float y = -1.; y <= 1.; y++) {
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for(float x = -1.; x <= 1.; x++) {
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vec2 offset = vec2(x, y);
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vec2 n = voronoi_random_vector(grid_id + offset);
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vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
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float d = min_dist;
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d = manhattan_distance_2d(grid_uv, p);
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if(d < min_dist) {
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min_dist = d;
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@ -162,8 +175,33 @@ void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance
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}
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}
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output = min_dist;
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cells = cell_id.y;
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return min_dist;
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}
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float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells){
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vec2 grid_uv = fract(uv * cell_density);
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vec2 grid_id = floor(uv * cell_density);
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vec2 cell_id = vec2(0);
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float min_dist = 100.;
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for(float y = -1.; y <= 1.; y++) {
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for(float x = -1.; x <= 1.; x++) {
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vec2 offset = vec2(x, y);
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vec2 n = voronoi_random_vector(grid_id + offset);
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vec2 p = offset + vec2(sin(n.x + angle_offset) * .5 + .5, cos(n.y + angle_offset) * .5 + .5);
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float d = min_dist;
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d = chebyshev_distance_2d(grid_uv, p, chebyshev_power);
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if(d < min_dist) {
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min_dist = d;
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cell_id = voronoi_random_vector(grid_id + offset);
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}
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}
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}
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cells = cell_id.y;
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return min_dist;
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}
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float ellipse_shape(vec2 uv, float width, float height) {
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@ -25,7 +25,9 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
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<br>`res://addons/ShaderLib/Procedural/Procedural.gdshaderinc`
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**Method signature**
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<br>`void voronoi_noise(vec2 uv, float cell_density, float angle_offset, int distance_index, float chebyshev_power, out float output, out float cells)`
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<br>`float voronoi_noise_euclidean(vec2 uv, float cell_density, float angle_offset, out float cells)`
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<br>`float voronoi_noise_manhattan(vec2 uv, float cell_density, float angle_offset, out float cells)`
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<br>`float voronoi_noise_chebyshev(vec2 uv, float cell_density, float angle_offset, float chebyshev_power, out float cells)`
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**Parameters**
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|Name|Type|Description|
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@ -33,8 +35,6 @@ Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generate
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|uv|vec2|Input UV value|
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|cell_density|float|Density of generated cells|
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|angle_offset|float|Offset values for points|
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|distance_index|int|Distance matrix to use for Voronoi, 0 = Euclidean, 1 = Manhattan, 2 = Chebyshev|
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|chebyshev_power|float|Power for Chebyshev distance|
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|output|out float|Output noise value|
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|cells|out float|Output raw cell data|
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___
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