mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
288 lines
7.5 KiB
GDScript3
288 lines
7.5 KiB
GDScript3
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tool
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extends TextureRect
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var image : Image
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var tex : ImageTexture
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export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1)
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export(Vector2) var bmax : Vector2 = Vector2(1, 1)
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export(bool) var refresh setget reff,reffg
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func _ready():
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pass
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#sdshow
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var p_o47009_bevel = 0.100000000;
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#circle
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var p_o11635_r = 0.400000000;
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var p_o11635_cx = 0.000000000;
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var p_o11635_cy = 0.000000000;
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#box
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var p_o48575_w = 0.300000000;
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var p_o48575_h = 0.200000000;
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var p_o48575_cx = 0.000000000;
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var p_o48575_cy = 0.000000000;
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#line
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var p_o49570_ax = -0.300000000;
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var p_o49570_ay = -0.300000000;
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var p_o49570_bx = 0.300000000;
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var p_o49570_by = 0.300000000;
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var p_o49570_r = 0.200000000;
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#rhombus
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var p_o50848_w = 0.300000000;
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var p_o50848_h = 0.200000000;
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var p_o50848_cx = 0.000000000;
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var p_o50848_cy = 0.000000000;
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#arc
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var p_o51990_a1 = 0.000000000;
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var p_o51990_a2 = 0.000000000;
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var p_o51990_r1 = 0.300000000;
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var p_o51990_r2 = 0.100000000;
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func gen() -> void:
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if !image:
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image = Image.new()
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image.create(300, 300, false, Image.FORMAT_RGBA8)
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if !tex:
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tex = ImageTexture.new()
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# var bmin : Vector2 = Vector2(0.1, 0.1)
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# var bmax : Vector2 = Vector2(1, 1)
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image.lock()
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var w : float = image.get_width()
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var h : float = image.get_width()
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var pseed : float = randf() + randi()
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for x in range(image.get_width()):
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for y in range(image.get_height()):
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var v : Vector2 = Vector2(x / w, y / h)
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# var fc : float = sdf_circle(v)
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# var fc : float = sdf_box(v)
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# var fc : float = sdf_line(v)
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# var fc : float = sdf_rhombus(v)
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# var fc : float = sdf_arc(v)
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# var fc : float = sdf_boolean_union(sdf_circle(v), sdf_box(v))
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# var fc : float = sdf_boolean_substraction(sdf_circle(v), sdf_box(v))
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# var fc : float = sdf_boolean_intersection(sdf_circle(v), sdf_box(v))
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# var fc : float = sdf_smooth_boolean_union(sdf_circle(v), sdf_box(v), 0.15)
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# var fc : float = sdf_smooth_boolean_substraction(sdf_circle(v), sdf_box(v), 0.15)
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# var fc : float = sdf_smooth_boolean_intersection(sdf_circle(v), sdf_box(v), 0.15)
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# var fc : float = sdf_rounded_shape(sdf_box(v), 0.15)
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# var fc : float = sdf_annular_shape(sdf_box(v), 0.15)
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var fc : float = sdf_morph(sdf_circle(v), sdf_box(v), 0.5)
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var col : Color = sdf_show(fc)
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image.set_pixel(x, y, col)
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image.unlock()
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tex.create_from_image(image)
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texture = tex
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func sdf_show(val : float) -> Color:
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var o47009_0_1_f : float = clamp(-val / max(p_o47009_bevel, 0.00001), 0.0, 1.0);
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return Color(o47009_0_1_f, o47009_0_1_f, o47009_0_1_f, 1)
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func sdf_circle(uv : Vector2) -> float:
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return (uv - Vector2(p_o11635_cx + 0.5, p_o11635_cy + 0.5)).length() - p_o11635_r;
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func sdf_box(uv : Vector2) -> float:
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var o48575_0_d : Vector2 = absv2(uv - Vector2(p_o48575_cx+0.5, p_o48575_cy+0.5)) - Vector2(p_o48575_w, p_o48575_h)
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return maxv2(o48575_0_d, Vector2(0, 0)).length() + min(max(o48575_0_d.x, o48575_0_d.y), 0.0)
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func sdf_line(uv : Vector2) -> float:
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return sdLine(uv, Vector2(p_o49570_ax+0.5, p_o49570_ay+0.5), Vector2(p_o49570_bx+0.5, p_o49570_by+0.5)) - p_o49570_r;
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func sdLine(p : Vector2, a : Vector2, b : Vector2) -> float:
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var pa : Vector2 = p - a
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var ba : Vector2 = b - a
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var h : float = clamp(pa.dot(ba) / ba.dot(ba), 0.0, 1.0);
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return (pa - (ba * h)).length()
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func sdf_rhombus(uv : Vector2) -> float:
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return sdRhombus(uv - Vector2(p_o50848_cx + 0.5, p_o50848_cy+0.5), Vector2(p_o50848_w, p_o50848_h));
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func sdr_ndot(a : Vector2, b : Vector2) -> float:
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return a.x * b.x - a.y * b.y;
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func sdRhombus(p : Vector2, b : Vector2) -> float:
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var q : Vector2 = absv2(p);
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var h : float = clamp((-2.0 * sdr_ndot(q,b) + sdr_ndot(b,b)) / b.dot(b), -1.0, 1.0);
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var d : float = ( q - 0.5*b * Vector2(1.0-h, 1.0+h)).length()
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return d * sign(q.x*b.y + q.y*b.x - b.x*b.y)
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func sdf_arc(uv : Vector2) -> float:
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return sdArc(uv - Vector2(0.5, 0.5), modf(p_o51990_a1, 360.0) * 0.01745329251, modf(p_o51990_a2, 360.0)*0.01745329251, p_o51990_r1, p_o51990_r2);
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func sdArc(p : Vector2, a1 : float, a2 : float, ra : float, rb : float) -> float:
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var amid : float = 0.5*(a1+a2)+1.6+3.14 * step(a1, a2);
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var alength : float = 0.5*(a1-a2)-1.6+3.14 * step(a1, a2);
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var sca : Vector2 = Vector2(cos(amid), sin(amid));
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var scb : Vector2 = Vector2(cos(alength), sin(alength));
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#p *= Matrix(Vector2(sca.x , sca.y), Vector2(-sca.y, sca.x));
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var pt : Vector2 = p
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p.x = pt.x * sca.x + pt.y * sca.y
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p.y = pt.x * -sca.y + pt.y * sca.x
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p.x = abs(p.x);
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var k : float
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if (scb.y * p.x > scb.x * p.y):
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k = p.dot(scb)
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else:
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k = p.length();
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return sqrt( p.dot(p) + ra * ra - 2.0 * ra * k ) - rb;
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func sdf_boolean_union(a : float, b : float) -> float:
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return min(a, b)
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func sdf_boolean_substraction(a : float, b : float) -> float:
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return max(-a, b)
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func sdf_boolean_intersection(a : float, b : float) -> float:
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return max(a, b)
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func sdf_smooth_boolean_union(d1 : float, d2 : float, k : float) -> float:
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var h : float = clamp( 0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0)
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return lerp(d2, d1, h) - k * h * (1.0 - h)
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func sdf_smooth_boolean_substraction(d1 : float, d2 : float, k : float) -> float:
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var h : float = clamp( 0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0)
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return lerp(d2, -d1, h) + k * h * (1.0 - h)
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func sdf_smooth_boolean_intersection(d1 : float, d2 : float, k : float) -> float:
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var h : float = clamp( 0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0)
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return lerp(d2, d1, h) + k * h * (1.0 - h)
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func sdf_rounded_shape(a : float, r : float) -> float:
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return a - r
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func sdf_annular_shape(a : float, r : float) -> float:
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return abs(a) - r
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func sdf_morph(a : float, b : float, amount : float) -> float:
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return lerp(a, b, amount)
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#Needs thought
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#func sdf_translate(a : float, x : float, y : float) -> float:
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# return lerp(a, b, amount)
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func sdf2d_rotate(uv : Vector2, a : float) -> Vector2:
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var rv : Vector2;
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var c : float = cos(a);
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var s : float = sin(a);
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uv -= Vector2(0.5, 0.5);
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rv.x = uv.x*c+uv.y*s;
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rv.y = -uv.x*s+uv.y*c;
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return rv+Vector2(0.5, 0.5);
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func maxv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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return v
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func absv2(v : Vector2) -> Vector2:
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v.x = abs(v.x)
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v.y = abs(v.y)
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return v
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func modf(x : float, y : float) -> float:
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return x - y * floor(x / y)
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func fract(v : Vector2) -> Vector2:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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return v
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func fractf(f : float) -> float:
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return f - floor(f)
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func rand(x : Vector2) -> float:
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return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func step(edge : float, x : float) -> float:
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if x < edge:
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return 0.0
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else:
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return 1.0
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#common -----
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#float rand(vec2 x) {
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# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
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#}
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#
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#vec2 rand2(vec2 x) {
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# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
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#}
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#
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#vec3 rand3(vec2 x) {
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# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)),
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# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
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#}
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#
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#vec3 rgb2hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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#
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#vec3 hsv2rgb(vec3 c) {
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# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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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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#end common
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func reffg():
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return false
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func reff(bb):
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if bb:
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gen()
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