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Sdf also uses Commons.gd.
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parent
0869d1096b
commit
15971442d0
@ -1,6 +1,8 @@
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tool
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extends TextureRect
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var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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var image : Image
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var tex : ImageTexture
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@ -108,9 +110,9 @@ func sdf_circle(uv : Vector2) -> float:
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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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var o48575_0_d : Vector2 = Commons.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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return Commons.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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@ -130,17 +132,17 @@ 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 q : Vector2 = Commons.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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return sdArc(uv - Vector2(0.5, 0.5), Commons.modf(p_o51990_a1, 360.0) * 0.01745329251, Commons.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 amid : float = 0.5*(a1+a2)+1.6+3.14 * Commons.step(a1, a2);
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var alength : float = 0.5*(a1-a2)-1.6+3.14 * Commons.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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@ -206,78 +208,6 @@ func sdf2d_rotate(uv : Vector2, a : float) -> Vector2:
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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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