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ReferenceMaterial nodesProcedural › Noise

Interleaved Gradient Noise

Random per pixel, but evenly spread: for dithering.

Inputs

None.

Outputs

PinType
outfloat

The code it becomes

What Studio writes for the graph below: a few lines of the material's shader, worked out for every pixel.

void mainImage(out vec4 fragColor, in vec2 fragCoord){    float n2_out = fract(52.9829189 * fract(dot(fragCoord, vec2(0.06711056, 0.00583715))));    fragColor = vec4(vec3(n2_out), 1.0);}

In a graph

Texture coordinates into the node, and the node into the material, as Studio draws them.