SFX_WIN Version=24 GroupVersion=1.15 Advanced=0 HelpID=81 NumberOfNodes=14 #NT=10100 0 PC=19 name=1 v=5000 VoronoiSmoothQuilez version=1 v=2003 1.15 posx=1 v=2003 -1532.56 posy=1 v=2003 71.6384 previewswatch=1 v=2002 1 classname=1 v=5000 VoronoiSmoothQuilez submenuname=1 v=5000 Patterns helpid=1 v=2002 81 grpnodecolor=1 v=5012 3 grpPosX=1 v=2003 -1235.4 grpPosY=1 v=2003 56.0268 uvindex_UVs=2 e=2 v=2002 0 uvsetname_UVs=2 e=3 v=5000 perinstanceunshared_UVs=2 e=4 v=2001 0 value_Smoothness=2 e=5 v=2003 0.33 value_Shift=2 e=6 v=2003 0.5 valueX_ColorShift=2 e=7 v=2003 2.0 valueY_ColorShift=2 e=8 v=2003 3.0 valueZ_ColorShift=2 e=9 v=2003 0.0 group=-1 ISC=6 SVT=5001 3001 0 UV SVT=5001 2003 0 Smoothness SVT=5001 2003 0 Shift SVT=5001 2003 0 Time SVT=5001 3002 0 ColorShift SVT=1001 1002 0 OSC=6 SVT=5001 3001 0 UV CC=1 C=0 0 0 4 1 2 0 CPC=0 SVT=5001 2003 0 Smoothness CC=1 C=0 1 0 7 1 2 0 CPC=0 SVT=5001 2003 0 Shift CC=1 C=0 2 0 8 1 2 0 CPC=0 SVT=5001 2003 0 Time CC=1 C=0 3 0 5 1 2 0 CPC=0 SVT=5001 3002 0 ColorShift CC=1 C=0 4 0 11 1 2 0 CPC=0 SVT=1001 1002 0 CC=0 #NT=10101 0 PC=2 posx=1 v=2003 -235.176 posy=1 v=2003 85.8169 group=0 ISC=2 SVT=5001 3002 0 Color SVT=1001 1002 0 OSC=2 SVT=5001 3002 0 Color CC=0 SVT=1001 1002 0 CC=0 #NT=10100 1 UV Set-Hw Shader Nodes-Inputs Common PC=15 name=1 v=5000 _UVSet version=1 v=2003 1.69 posx=1 v=2003 -997.661 posy=1 v=2003 -191.111 collapsed=1 v=2001 1 classname=1 v=5000 UV Set submenuname=1 v=5000 Inputs Common bitmapnodeindex=1 v=2002 65 helpid=1 v=2002 23 grpnodecolor=1 v=5012 5 grpPosX=1 v=2003 -450.0 grpPosY=1 v=2003 -221.667 uvindex_UVs=2 e=2 v=2002 0 uvsetname_UVs=2 e=3 v=5000 perinstanceunshared_UVs=2 e=4 v=2001 0 group=0 ISC=4 SVT=2002 2002 0 SVT=5000 5000 0 SVT=2001 2001 0 SVT=1001 1002 0 OSC=3 SVT=5001 3003 0 _UVWZ CC=0 SVT=5001 3001 0 _UV CC=1 C=2 1 0 4 0 1 0 CPC=0 SVT=5001 1002 0 CC=0 #NT=20086 0 PC=2 posx=1 v=2003 -981.262 posy=1 v=2003 146.125 group=0 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=3 0 1 5 0 1 0 CPC=0 #NT=20109 0 PC=3 posx=1 v=2003 -725.648 posy=1 v=2003 -185.185 collapsed=1 v=2001 1 group=0 ISC=2 SVT=5001 3001 1 SVT=5001 3001 2 OSC=1 SVT=5001 3001 3 CC=1 C=4 0 3 10 2 99 0 CPC=0 #NT=20109 0 PC=3 posx=1 v=2003 -760.217 posy=1 v=2003 192.283 collapsed=1 v=2001 1 group=0 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=5 0 3 10 5 102 0 CPC=0 #NT=20017 0 PC=4 name=1 v=5000 Smoothness posx=1 v=2003 -1002.61 posy=1 v=2003 -50.8535 value=2 e=5 v=2003 0.33 group=0 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=6 0 1 7 0 1 0 CPC=0 #NT=20109 0 PC=3 posx=1 v=2003 -717.714 posy=1 v=2003 -53.3978 collapsed=1 v=2001 1 group=0 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=7 0 3 10 3 100 0 CPC=0 #NT=20109 0 PC=3 posx=1 v=2003 -723.478 posy=1 v=2003 64.3478 collapsed=1 v=2001 1 group=0 ISC=2 SVT=5001 2003 1 SVT=5001 2003 2 OSC=1 SVT=5001 2003 3 CC=1 C=8 0 3 10 4 101 0 CPC=0 #NT=20017 0 PC=4 name=1 v=5000 Shift posx=1 v=2003 -993.893 posy=1 v=2003 31.784 value=2 e=6 v=2003 0.5 group=0 ISC=0 OSC=1 SVT=5001 2003 1 CC=1 C=9 0 1 8 0 1 0 CPC=0 #NT=20161 0 PC=4 posx=1 v=2003 -479.65 posy=1 v=2003 -56.8963 funcname=1 v=5000 VoronoiSmoothQuilez text=1 v=5000 // Used with permission of Inigo Quilez, https://www.shadertoy.com\n\n#if ( defined(SFX_HLSL_3) || defined( SFX_HLSL_5) )\n #define fract frac\n #define mix lerp\n#endif\n\n\nfloat VoronoiSmoothQuilez_hash1( float n ) { return fract(sin(n)*43758.5453); }\nfloat2 VoronoiSmoothQuilez_hash2( float2 p ) { p = float2( dot(p,float2(127.1,311.7)), dot(p,float2(269.5,183.3)) ); return fract(sin(p)*43758.5453); }\n\nfloat4 VoronoiSmoothQuilez( in float2 x, float w, float time, float3 color )\n{\n\tfloat2 n = floor( x );\n\tfloat2 f = fract( x );\n\n\tfloat4 m = float4( 8.0, 0.0, 0.0, 0.0 );\n\tfor( int j=-2; j<=2; j++ )\n\t{\n\t\tfor( int i=-2; i<=2; i++ )\n\t\t{\n \t\tfloat2 g = float2( float(i),float(j) );\n\t\tfloat2 o = VoronoiSmoothQuilez_hash2( n + g );\n\t\t\n\t\t// animate\n\t\to = 0.5 + 0.5*sin( time + 6.2831*o );\n\n\t\t // distance to cell\t\t\n\t\tfloat d = length(g - f + o);\n\t\t\n\t\t// do the smooth min for colors and distances\t\t\n\t\tfloat3 col = 0.5 + 0.5*sin( VoronoiSmoothQuilez_hash1(dot(n+g,float2(7.0,113.0)))*2.5 + 3.5 + color);\n\t\tfloat h = smoothstep( 0.0, 1.0, 0.5 + 0.5*(m.x-d)/w );\n\t\t\n\t\tm.x = mix( m.x, d, h ) - h*(1.0-h)*w/(1.0+3.0*w); // distance\n\t\tm.yzw = mix( m.yzw, col, h ) - h*(1.0-h)*w/(1.0+3.0*w); // cioloe\n\t\t}\n\t}\n\t\n\treturn m;\n}\n\nstruct VoronoiSmoothQuilezOutput \n{ \n\tfloat3 color; \n}; \n\nVoronoiSmoothQuilezOutput VoronoiSmoothQuilezFunc( float2 UV, float smoothness, float shift, float time, float3 color ) \n{ \n\tfloat2 p = UV;\n\t\n\tfloat k = 2.0 + 70.0 * pow( 0.5 + 0.5*sin(0.25*6.2831*smoothness), 4.0 );\n\tk = 0.5 - 0.5*cos(0.25*6.2831*smoothness);\n\tfloat4 c = VoronoiSmoothQuilez( 6.0*p, k, time, color );\n\n\tfloat3 col = c.yzw;\n\t\n\t// 0 is inverted, 1 is rounded, 0.5 is normal\n\tfloat roundContribution = max( (shift-0.5)*2, 0);\n\tfloat invertContribution = max( 1-(shift*2), 0);\n\tfloat rounded = (1.0 - 0.8*c.x);\n\tfloat inverted = c.x;\n\t\n\tcol *= mix(1, rounded, roundContribution);\n\tcol *= mix(1, inverted, invertContribution);\n\t\n\tVoronoiSmoothQuilezOutput OUT; \n\tOUT.color = col;\n\treturn OUT; \n} \n\n group=0 ISC=7 SVT=5001 5011 1 SVT=5001 5013 2 SVT=5001 3001 99 UV SVT=5001 2003 100 smoothness SVT=5001 2003 101 shift SVT=5001 2003 102 time SVT=5001 3002 103 color OSC=1 SVT=5001 3002 999 color CC=1 C=10 0 999 1 0 0 0 CPC=0 #NT=20109 0 PC=2 posx=1 v=2003 -723.878 posy=1 v=2003 315.919 group=0 ISC=2 SVT=5001 3002 1 SVT=5001 3002 2 OSC=1 SVT=5001 3002 3 CC=1 C=11 0 3 10 6 103 0 CPC=0 #NT=20143 0 PC=6 name=1 v=5000 ColorShift posx=1 v=2003 -970.146 posy=1 v=2003 318.407 valueX=2 e=7 v=2003 2.0 valueY=2 e=8 v=2003 3.0 valueZ=2 e=9 v=2003 0.0 group=0 ISC=0 OSC=1 SVT=5001 3002 1 CC=1 C=12 0 1 11 0 1 0 CPC=0 #NT=20175 0 PC=3 posx=1 v=2003 -1234.63 posy=1 v=2003 432.039 text=1 v=5000 float V_Fract(float x)\n{\n return x - floor(x);\n}\n\npoint V_Fract(point p)\n{\n float px = V_Fract(p[0]);\n float py = V_Fract(p[1]);\n float pz = V_Fract(p[2]);\n return point(px, py, pz);\n}\n\nfloat VoronoiSmoothQuilez_hash1( float n )\n{\n return V_Fract(sin(n)*43758.5453);\n}\n\npoint VoronoiSmoothQuilez_hash2( point p ) {\n p = point(dot(p,point(127.1,311.7, 0)), dot(p,point(269.5,183.3, 0)), 0);\n return V_Fract(sin(p)*43758.5453);\n}\n\ncolor VoronoiSmoothQuilez( color UV, float smoothness, float shift, float time, color inputColor )\n{\n // Code to VoronoiSmoothQuilezFunc\n point p = point(UV[0], UV[1], 0);\n float k = 2.0 + 70.0 * pow( 0.5 + 0.5*sin(0.25*6.2831*smoothness), 4.0 );\n k = 0.5 - 0.5*cos(0.25*6.2831*smoothness);\n \n // Inputs to VoronoiSmoothQuilez\n point x = 6.0 * p;\n float w = k;\n \n // VoronoiSmoothQuilez\n point n = floor( x );\n point f = V_Fract( x );\n\n float mx = 8.0;\n color myzw = color( 0.0, 0.0, 0.0);\n for( int j=-2; j<=2; j++ )\n {\n for( int i=-2; i<=2; i++ )\n {\n point g = point( float(i),float(j), 0 );\n point o = VoronoiSmoothQuilez_hash2( n + g );\n \n // animate\n o = 0.5 + 0.5*sin( time + 6.2831*o );\n\n // distance to cell \n float d = length(g - f + o);\n \n // do the smooth min for colors and distances \n color col = 0.5 + 0.5*sin( VoronoiSmoothQuilez_hash1(dot(n+g, point(7.0,113.0, 0)))*2.5 + 3.5 + inputColor);\n float h = smoothstep( 0.0, 1.0, 0.5 + 0.5*(mx-d)/w );\n \n mx = mix( mx, d, h ) - h*(1.0-h)*w/(1.0+3.0*w); // distance\n myzw = mix( myzw, col, h ) - h*(1.0-h)*w/(1.0+3.0*w); // cioloe\n }\n }\n \n // End VoronoiSmoothQuilez\n\n // 0 is inverted, 1 is rounded, 0.5 is normal\n float roundContribution = max( (shift-0.5)*2, 0);\n float invertContribution = max( 1-(shift*2), 0);\n float rounded = (1.0 - 0.8*mx);\n float inverted = mx;\n myzw *= mix(1, rounded, roundContribution);\n myzw *= mix(1, inverted, invertContribution);\n \n return Gamma(myzw);\n}\n\nVoronoiSmoothQuilez( [[ INPUT = UV ? color(u*2,v*2,0) ]], [[ INPUT = Smoothness ? [[PROP=value_Smoothness]] ]],[[ INPUT = Shift ? [[PROP=value_Shift]] ]], [[ INPUT = Time ? float(0.0) ]], [[ INPUT = ColorShift ? color([[PROP=valueX_ColorShift]], [[PROP=valueY_ColorShift]], [[PROP=valueZ_ColorShift]]) ]] ) group=0 ISC=0 OSC=0