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GDShaderInclude Math<>():GDShaderInclude
float random<>( vec2 uv=, uv:vec2=, ):float
vec2 random_v2<>( vec2 uv=, uv:vec2=, ):vec2
vec3 random_v3<>( vec3 uvw=, uvw:vec3=, ):vec3
float perlin<>( vec2 uv=, uv:vec2=, ):float
float perlinOctaves<>( vec2 uv=, uv:vec2=, int octaves=, octaves:int=, float scale=, scale:float=, float gain=, gain:float=, ):float
vec2 seamLessCoordinate<>( vec2 uv=, uv:vec2=, vec2 seamRange=, seamRange:vec2=, vec2 seamFade=, seamFade:vec2=, vec2 type=, type:vec2=, ):vec2
float perlinOctavesSeamless<>( vec2 uv=, uv:vec2=, int octaves=, octaves:int=, float scale=, scale:float=, float gain=, gain:float=, vec2 seamRange=, seamRange:vec2=, vec2 seamFade=, seamFade:vec2=, ):float
float perlin3D<>( vec3 uvw=, uvw:vec3=, ):float
float perlinPolar<>( vec2 uv=, uv:vec2=, ):float
float worley<>( vec2 uv=, uv:vec2=, float columns=, columns:float=, float rows=, rows:float=, ):float
vec2 voronoi<>( vec2 uv=, uv:vec2=, float columns=, columns:float=, float rows=, rows:float=, ):vec2
bool ditherDiscard<>( float ditherFadeValue=, ditherFadeValue:float=, vec4 _FRAGCOORD=, _FRAGCOORD:vec4=, ):bool



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