inline float4 voronoi_noise_randomVector (float4 UV, float offset){ float4x4 m = float4x4(15.27, 47.63, 99.41, 89.98, 95.07, 38.39, 33.83, 51.06, 60.77, 51.15, 92.33, 97.74, 59.93, 42.33, 60.13, 35.72); UV = frac(sin(mul(UV, m)) * 46839.32); return float4(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5, sin(UV.z*offset)*0.5+0.5, cos(UV.w*offset)*0.5+0.5); } void VoronoiPrecise4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { float4 g = floor(UV * CellDensity); float4 f = frac(UV * CellDensity); float2 res = float2(8.0, 8.0); float4 ml = float4(0,0,0,0); float4 mv = float4(0,0,0,0); for(int y=-1; y<=1; y++){ for(int x=-1; x<=1; x++){ for(int z=-1; z<=1; z++){ for (int w = -1; w <= 1; w++) { float4 lattice = float4(x, y, z, w); float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); float4 v = lattice + offset - f; float d = dot(v, v); if (d < res.x) { res.x = d; res.y = offset.x; mv = v; ml = lattice; } } } } } Cells = res.y; res = float2(8.0, 8.0); for(int y1=-2; y1<=2; y1++){ for(int x1=-2; x1<=2; x1++){ for(int z1=-2; z1<=2; z1++){ for (int w1 = -2; w1 <= 2; w1++) { float4 lattice = ml + float4(x1, y1, z1, w1); float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); float4 v = lattice + offset - f; float4 cellDifference = abs(ml - lattice); if (cellDifference.x + cellDifference.y + cellDifference.z + cellDifference.w > 0.1) { float d = dot(0.5 * (mv + v), normalize(v - mv)); res.x = min(res.x, d); } } } } } Out = res.x; } void Voronoi4D_float(float4 UV, float AngleOffset, float CellDensity, out float Out, out float Cells) { float4 g = floor(UV * CellDensity); float4 f = frac(UV * CellDensity); float3 res = float3(8.0, 8.0, 8.0); for(int y=-1; y<=1; y++){ for(int x=-1; x<=1; x++){ for(int z=-1; z<=1; z++){ for (int w = -1; w <= 1; w++) { float4 lattice = float4(x, y, z, w); float4 offset = voronoi_noise_randomVector(g + lattice, AngleOffset); float4 v = lattice + offset - f; float d = dot(v, v); if (d < res.x) { res.y = res.x; res.x = d; res.z = offset.x; } else if (d < res.y) { res.y = d; } } } } } Out = res.x; Cells = res.z; }