🔧 Use alternative noise
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+5
-5
@@ -159,7 +159,7 @@ if (utils.isInShellProcess()) {
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vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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// Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio.
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vec2 coords = texCoords + hash2D(seed);
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vec2 coords = texCoords + hash22(seed);
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coords *= uSizeX < uSizeY ? vec2(1.0, 1.0 * uSizeY / uSizeX) : vec2(1.0 * uSizeX / uSizeY, 1.0);
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// Apply global scale.
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@@ -172,10 +172,10 @@ if (utils.isInShellProcess()) {
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vec2 cellID = coords-cellUV + vec2(362.456);
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// Add random rotation, scale and offset to each grid cell.
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float scale = mix(0.8, 1.0, hash(cellID*seed*134.451));
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float offsetX = mix(0.0, 1.0 - scale, hash(cellID*seed*54.4129));
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float offsetY = mix(0.0, 1.0 - scale, hash(cellID*seed*25.3089));
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float rotation = mix(0.0, 2.0 * 3.141, hash(cellID*seed*2.99837));
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float scale = mix(0.8, 1.0, hash12(cellID*seed*134.451));
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float offsetX = mix(0.0, 1.0 - scale, hash12(cellID*seed*54.4129));
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float offsetY = mix(0.0, 1.0 - scale, hash12(cellID*seed*25.3089));
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float rotation = mix(0.0, 2.0 * 3.141, hash12(cellID*seed*2.99837));
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cellUV -= vec2(offsetX, offsetY);
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cellUV /= scale;
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