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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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