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ReferenceMaterial nodesProcedural › Noise

Voronoi Edges

The lines between Voronoi cells, like cracked mud or cell walls, and a number for each cell.

Inputs

PinTypeStarts atNotes
Positionpvec20–
Scalescalefloat8–
Jitterjitterfloat1–
Edge Widthwidthfloat0.05–

Outputs

PinType
Edgesedgesfloat
Cell IDcellfloat

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){    vec2 n1_uv = (vec2(fragCoord.x / iResolution.x, 1.0 - fragCoord.y / iResolution.y) * vec2(1.0, 1.0));    vec2 n1_centred = (vec2(fragCoord.x - 0.5 * iResolution.x, 0.5 * iResolution.y - fragCoord.y) / iResolution.y);    vec2 n1_square = (vec2(fragCoord.x, iResolution.y - fragCoord.y) / iResolution.y);    float n2_edges = (1.0 - smoothstep(0.0, 0.05, plus_vor2(n1_uv * 8.0, 1.0).y - plus_vor2(n1_uv * 8.0, 1.0).x));    float n2_cell = plus_vor2(n1_uv * 8.0, 1.0).z;    fragColor = vec4(vec3(n2_edges), 1.0);}

In a graph

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