# Voronoi node Generates a Voronoi or Worley noise based on input UV. Voronoi noise is generated by calculating distances between a pixel and a lattice of points. By offsetting these points by a pseudo-random number, controlled by angle offset, a cluster of cells can be generated.
**Controls** |Name|Options|Description| |---|---|---| |Distance|Euclidean, Manhattan, Chebyshev|Distance matrix used to calculate the noise| **Inputs** |Name|Type|Binding|Description| |---|---|---|---| |uv|vec2|UV|Input UV value| |cell density|float|none|Density of generated cells| |angle offset|float|none|Offset values for points| |chebyshev power|float|none|Power values for Chebyshev distance matrix| **Outputs** |Name|Type|Binding|Description| |---|---|---|---| |output|float|None|Output noise value| |cells|float|None|Raw cell data| **ShaderInc location**
`res://addons/ShaderLib/Procedural/Noise/Voronoi.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)` **Parameters** |Name|Type|Description| |---|---|---| |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| ___