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voronoi.glsl
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// @note position must be premultiplied with the scale
vec3 voronoi(const in vec2 pos, const in vec2 scale, const in float jitter, const in mat2 rotation, out vec2 tilePos)
{
// voronoi based on Inigo Quilez
vec2 i = floor(pos);
vec2 f = fract(pos);
// first pass
vec2 minPos;
float F1 = 1e+5;
float F2 = 1e+5;
for (int y=-1; y<=1; y++)
{
for (int x=-1; x<=1; x++)
{
vec2 n = vec2(float(x), float(y));
vec2 cPos = rotation * hash2d(mod(i + n, scale)) * jitter;
vec2 rPos = n + cPos - f;
float d = dot(rPos, rPos);
if(d < F1)
{
F2 = F1;
F1 = d;
minPos = rPos;
tilePos = cPos;
}
else if(d < F2)
{
F2 = d;
}
}
}
// second pass, distance to borders
float minDistance = 1e+5;
for (int y=-2; y<=2; y++)
{
for (int x=-2; x<=2; x++)
{
vec2 n = vec2(float(x), float(y));
vec2 cPos = rotation * hash2d(mod(i + n, scale)) * jitter;
vec2 rPos = n + cPos - f;
vec2 v = minPos - rPos;
if(dot(v, v) > 1e-5)
minDistance = min(minDistance, dot( 0.5 * (minPos + rPos), normalize(rPos - minPos)));
}
}
return vec3(minDistance, F1, F2);
}
vec3 voronoi(const in vec2 pos, const in vec2 scale, const in float jitter, out vec2 tilePos)
{
mat2 identity = mat2(1.0, 0.0, 0.0, 1.0);
return voronoi(pos * scale, scale, jitter, identity, tilePos);
}