If you already understand the basic voronoi algorithm you can start here. Part one explains why I dont use fract(). Otherwise feel free to check out part 1: [ Ссылка ]
In this video:
More vector diagrams and code for the voronoi edges algorithm. I discuss other versions you might find and explain why although they might seem different on the surface, algebraicly they are the same. Then I walk through the process of creating the artwork I show in the thumbnail.
In the introductory video:
I do vector diagrams and show the code for a version of the basic voronoi algorithm that doesn't use the fract function. This isn't strictly nessessary for the voronoi edges algorithm. I chose to show this version because it might help people see the math better.
Here is the final code for this project running live on shadertoy:
[ Ссылка ]
Resources:
Inigo Quilez's origional article on the algorithm
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tomkh's shader which also has links to a diagram he wrote that helped it make sense for me
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Shane's Rounded border shader inspired the lighting/art style:
[ Ссылка ]
Resource on the smooth minumum function:
[ Ссылка ]
floating point image was by Stannered from wikipedia commons:
[ Ссылка ]
![](https://s2.save4k.ru/pic/oIbj64Cq8HA/maxresdefault.jpg)