broken_seals/game/addons/mat_maker_gd/nodes/common/noises.gd

123 lines
3.9 KiB
GDScript3
Raw Normal View History

2021-10-12 19:04:40 +02:00
tool
extends Reference
const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#----------------------
#color_noise.mmg
#Outputs:
#Output - (rgb) - Shows the noise pattern
#color_dots($(uv), 1.0/$(size), $(seed))
#Inputs:
#size, float, default: 8, min: 2, max: 12, step: 1
#----------------------
#noise.mmg
#Outputs:
#float $(name)_f(vec2 uv) {
# return dots(uv, 1.0/$(size), $(density), $(seed));
#}
#Output - (float) - Shows the noise pattern
#$(name)_f($(uv))
#Inputs:
#grid_size, float, default: 4, min: 2, max: 12, step: 1
#density, float, default: 0.5, min: 0, max: 1, step: 0.01
#----------------------
#noise_anisotropic.mmg
#Generates x-axis interpolated value noise
2021-10-19 13:08:50 +02:00
#Output:
#Output (float) - Shows a greyscale value noise
#anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))
#Input:
#scale, Vector2, min: 1, 1, max: 32, 1024, step: 1, 1, default 4, 256
#smoothness, float, min: 0, max: 1, step: 0,01, default: 1
#Interpolation, float, min: 0, max: 1, step: 0,01, default: 1
2021-10-19 11:15:01 +02:00
#float dots(vec2 uv, float size, float density, float seed) {
# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
# uv /= size;
# vec2 point_pos = floor(uv)+vec2(0.5);
# float color = step(rand(seed2+point_pos), density);
# return color;
#}
2021-10-12 19:04:40 +02:00
2021-10-19 11:15:01 +02:00
static func dots(uv : Vector2, size : float, density : float, pseed : float) -> float:
var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
uv /= size
var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5)
var color : float = Commons.step(Commons.rand2(seed2 + point_pos).x, density);
return color
2021-10-19 13:08:50 +02:00
static func anisotropicc(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> Color:
var v : float = anisotropic(uv, size, pseed, smoothness, interpolation)
return Color(v, v, v, 1)
#float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {
# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
# vec2 xy = floor(uv*size);
# vec2 offset = vec2(rand(seed2 + xy.y), 0.0);
# vec2 xy_offset = floor(uv * size + offset );
#
2021-10-19 13:08:50 +02:00
# float f0 = rand(seed2+mod(xy_offset, size));
# float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size));
# float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 );
# float smooth_mix = smoothstep(0.0, 1.0, mixer);
# float linear = mix(f0, f1, mixer);
# float smoothed = mix(f0, f1, smooth_mix);
#
2021-10-19 13:08:50 +02:00
# return mix(linear, smoothed, interpolation);
#}
2021-10-19 12:44:02 +02:00
2021-10-19 13:08:50 +02:00
static func anisotropic(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> float:
var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
var xy : Vector2 = Commons.floorv2(uv * size)
var s2xy : Vector2 = seed2
s2xy.x += xy.y
s2xy.y += xy.y
var offset : Vector2 = Vector2(Commons.rand(s2xy), 0.0)
var xy_offset : Vector2 = Commons.floorv2(uv * size + offset)
var f0 : float = Commons.rand(seed2 + Commons.modv2(xy_offset, size));
var f1 : float = Commons.rand(seed2 + Commons.modv2(xy_offset + Vector2(1.0, 0.0), size))
var mixer : float = clamp((Commons.fract(uv.x * size.x + offset.x) - 0.5) / smoothness + 0.5, 0.0, 1.0)
var smooth_mix : float = smoothstep(0.0, 1.0, mixer)
var linear : float = lerp(f0, f1, mixer)
var smoothed : float = lerp(f0, f1, smooth_mix)
return lerp(linear, smoothed, interpolation)
2021-10-19 12:44:02 +02:00
#vec3 color_dots(vec2 uv, float size, float seed) {
# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
# uv /= size;
# vec2 point_pos = floor(uv)+vec2(0.5);
# return rand3(seed2+point_pos);
#}
static func color_dots(uv : Vector2, size : float, pseed : float) -> Vector3:
var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
uv /= size
var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5)
return Commons.rand3(seed2 + point_pos)
static func noise_color(uv : Vector2, size : float, pseed : float) -> Color:
var v : Vector3 = color_dots(uv, 1.0 / size, pseed)
return Color(v.x, v.y, v.z, 1)