Playing around with some #procedural_generation texture... was expecting it to be more adaptive to structures placed in it's path (all the bold shapes and lines) but instead it just sort of became a sort of fingerprint like wavy line.
Slightly wider kernel, faster algorithm - but I suspect I'm leaving some corner values in the kernel that are enforcing that diagonal bias.
Yep, cleaning up the kernel results in a much more wiggly design. Plus, optimized to be much faster.