2021-10-03 19:56:35 +02:00
|
|
|
tool
|
2021-10-01 22:39:22 +02:00
|
|
|
extends Reference
|
|
|
|
|
|
|
|
static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
|
|
|
|
v.x = clamp(v.x, mi.x, ma.x)
|
|
|
|
v.y = clamp(v.y, mi.y, ma.y)
|
|
|
|
v.y = clamp(v.z, mi.z, ma.z)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func floorc(a : Color) -> Color:
|
|
|
|
var v : Color = Color()
|
|
|
|
|
|
|
|
v.r = floor(a.r)
|
|
|
|
v.g = floor(a.g)
|
|
|
|
v.b = floor(a.b)
|
|
|
|
v.a = floor(a.a)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func floorv2(a : Vector2) -> Vector2:
|
|
|
|
var v : Vector2 = Vector2()
|
|
|
|
|
|
|
|
v.x = floor(a.x)
|
|
|
|
v.y = floor(a.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
|
|
|
|
var v : Vector2 = Vector2()
|
|
|
|
|
|
|
|
v.x = smoothstep(a, b, c.x)
|
|
|
|
v.y = smoothstep(a, b, c.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func maxv2(a : Vector2, b : Vector2) -> Vector2:
|
|
|
|
var v : Vector2 = Vector2()
|
|
|
|
|
|
|
|
v.x = max(a.x, b.x)
|
|
|
|
v.y = max(a.y, b.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func maxv3(a : Vector3, b : Vector3) -> Vector3:
|
|
|
|
var v : Vector3 = Vector3()
|
|
|
|
|
|
|
|
v.x = max(a.x, b.x)
|
|
|
|
v.y = max(a.y, b.y)
|
|
|
|
v.z = max(a.z, b.z)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func absv2(v : Vector2) -> Vector2:
|
|
|
|
v.x = abs(v.x)
|
|
|
|
v.y = abs(v.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func absv3(v : Vector3) -> Vector3:
|
|
|
|
v.x = abs(v.x)
|
|
|
|
v.y = abs(v.y)
|
|
|
|
v.y = abs(v.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func cosv2(v : Vector2) -> Vector2:
|
|
|
|
v.x = cos(v.x)
|
|
|
|
v.y = cos(v.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func cosv3(v : Vector3) -> Vector3:
|
|
|
|
v.x = cos(v.x)
|
|
|
|
v.y = cos(v.y)
|
|
|
|
v.y = cos(v.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func modv3(a : Vector3, b : Vector3) -> Vector3:
|
|
|
|
var v : Vector3 = Vector3()
|
|
|
|
|
|
|
|
v.x = modf(a.x, b.x)
|
|
|
|
v.y = modf(a.y, b.y)
|
|
|
|
v.z = modf(a.z, b.z)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
|
|
|
|
static func modv2(a : Vector2, b : Vector2) -> Vector2:
|
|
|
|
var v : Vector2 = Vector2()
|
|
|
|
|
|
|
|
v.x = modf(a.x, b.x)
|
|
|
|
v.y = modf(a.y, b.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func modf(x : float, y : float) -> float:
|
|
|
|
return x - y * floor(x / y)
|
|
|
|
|
|
|
|
static func fractv2(v : Vector2) -> Vector2:
|
|
|
|
v.x = v.x - floor(v.x)
|
|
|
|
v.y = v.y - floor(v.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func fractv3(v : Vector3) -> Vector3:
|
|
|
|
v.x = v.x - floor(v.x)
|
|
|
|
v.y = v.y - floor(v.y)
|
|
|
|
v.z = v.z - floor(v.z)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func fract(f : float) -> float:
|
|
|
|
return f - floor(f)
|
|
|
|
|
|
|
|
static func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
|
|
|
|
v.x = clamp(v.x, pmin.x, pmax.x)
|
|
|
|
v.y = clamp(v.y, pmin.y, pmax.y)
|
|
|
|
|
|
|
|
return v
|
|
|
|
|
|
|
|
static func rand(x : Vector2) -> float:
|
|
|
|
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
|
|
|
|
|
|
|
|
static func rand2(x : Vector2) -> Vector2:
|
|
|
|
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
|
|
|
|
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
|
|
|
|
|
|
|
|
static func rand3(x : Vector2) -> Vector3:
|
|
|
|
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
|
|
|
|
x.dot(Vector2(3.4562, 17.398)),
|
|
|
|
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
|
|
|
|
|
|
|
|
static func step(edge : float, x : float) -> float:
|
|
|
|
if x < edge:
|
|
|
|
return 0.0
|
|
|
|
else:
|
|
|
|
return 1.0
|
|
|
|
|
2021-10-02 10:39:30 +02:00
|
|
|
static func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2:
|
|
|
|
var rv : Vector2 = Vector2();
|
|
|
|
uv -= translate;
|
|
|
|
uv -= Vector2(0.5, 0.5);
|
|
|
|
rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y;
|
|
|
|
rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y;
|
|
|
|
rv /= scale;
|
|
|
|
rv += Vector2(0.5, 0.5);
|
|
|
|
|
|
|
|
if (repeat):
|
|
|
|
return fractv2(rv);
|
|
|
|
else:
|
|
|
|
return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
|
|
|
|
|
2021-10-03 17:12:13 +02:00
|
|
|
static func mix_mul(x : float, y : float) -> float:
|
|
|
|
return x*y;
|
|
|
|
|
|
|
|
static func mix_add(x : float, y : float) -> float:
|
|
|
|
return min(x+y, 1.0);
|
|
|
|
|
|
|
|
static func mix_max(x : float, y : float) -> float:
|
|
|
|
return max(x, y);
|
|
|
|
|
|
|
|
static func mix_min(x : float, y : float) -> float:
|
|
|
|
return min(x, y);
|
|
|
|
|
|
|
|
static func mix_xor(x : float, y : float) -> float:
|
|
|
|
return min(x+y, 2.0-x-y);
|
|
|
|
|
|
|
|
static func mix_pow(x : float, y : float) -> float:
|
|
|
|
return pow(x, y);
|
|
|
|
|
|
|
|
static func fractf(x : float) -> float:
|
|
|
|
return x - floor(x)
|
2021-10-02 10:39:30 +02:00
|
|
|
|
|
|
|
static func wave_constant(x : float) -> float:
|
|
|
|
return 1.0;
|
|
|
|
|
|
|
|
static func wave_sine(x : float) -> float:
|
|
|
|
return 0.5-0.5*cos(3.14159265359*2.0*x);
|
|
|
|
|
|
|
|
static func wave_triangle(x : float) -> float:
|
|
|
|
x = fractf(x);
|
|
|
|
return min(2.0*x, 2.0-2.0*x);
|
|
|
|
|
|
|
|
static func wave_sawtooth(x : float) -> float:
|
|
|
|
return fractf(x);
|
|
|
|
|
|
|
|
static func wave_square(x : float) -> float:
|
|
|
|
if (fractf(x) < 0.5):
|
|
|
|
return 0.0
|
|
|
|
else:
|
|
|
|
return 1.0
|
|
|
|
|
|
|
|
static func wave_bounce(x : float) -> float:
|
|
|
|
x = 2.0*(fractf(x)-0.5);
|
|
|
|
return sqrt(1.0-x*x);
|
|
|
|
|
2021-10-03 17:12:13 +02:00
|
|
|
static func sinewave(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color:
|
|
|
|
var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
|
|
|
|
|
|
|
|
return Color(f, f, f, 1)
|
2021-10-02 10:39:30 +02:00
|
|
|
|
|
|
|
static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float:
|
|
|
|
var dir : Vector2 = posA - posB;
|
|
|
|
var dirLen : float = dir.length()
|
|
|
|
var dirN : Vector2 = dir.normalized()
|
|
|
|
var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen);
|
|
|
|
var proj : Vector2 = dotTemp * dirN + posB;
|
|
|
|
var d1 : float = (uv - proj).length()
|
|
|
|
var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0);
|
|
|
|
|
|
|
|
return finalGray;
|
|
|
|
|
2021-10-03 17:12:13 +02:00
|
|
|
static func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3:
|
|
|
|
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed)));
|
|
|
|
uv /= size;
|
|
|
|
var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5);
|
|
|
|
return rand3(seed2 + point_pos);
|
2021-10-02 15:38:12 +02:00
|
|
|
|
|
|
|
static func noise_color(uv : Vector2, pseed : int) -> Color:
|
|
|
|
var v : Vector3 = color_dots(((uv)), 1.0/512.000000000, pseed);
|
|
|
|
|
|
|
|
return Color(v.x, v.y, v.z, 1)
|