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ReferenceMaterial nodesProcedural › Noise

Voronoi F1 and F2

The distances to the F1 and F2 nearest cell points.

Inputs

PinTypeStarts atNotes
Positionpvec20–
Scalescalefloat8–
Jitterjitterfloat1–

Outputs

PinType
F1nearestfloat
F2secondfloat

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_nearest = plus_vor2(n1_uv * 8.0, 1.0).x;    float n2_second = plus_vor2(n1_uv * 8.0, 1.0).y;    fragColor = vec4(vec3(n2_nearest), 1.0);}

In a graph

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