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[Noise] Increase randomness.
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@ -18,7 +18,7 @@ vec3 hsv2rgb(vec3 c) {
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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}
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float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed, vec2(1892.9898, 78.23453))) * 437.54123); }
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float random (in vec2 st, float seed) { return fract(sin(dot(st.xy + seed / 1000., vec2(1892.9898, 78.23453))) * 437.54123); }
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float frandom (in vec2 st) {
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float frandom (in vec2 st) {
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float n0 = random(st, floor(seed) / 5000.);
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float n0 = random(st, floor(seed) / 5000.);
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