mirror of
https://github.com/Relintai/broken_seals.git
synced 2025-01-29 02:29:18 +01:00
Filter nodes now use the common methods from Common.gd.
This commit is contained in:
parent
50b7575ef9
commit
1e621a8278
@ -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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@ -65,7 +67,7 @@ func brightness_contrast(color : Color) -> Color:
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var cv : Vector3 = cvv + bv + Vector3(0.5, 0.5, 0.5) - (Vector3(p_o91644_contrast, p_o91644_contrast, p_o91644_contrast) * 0.5)
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var v : Vector3 = clampv3(cv, Vector3(), Vector3(1, 1, 1))
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var v : Vector3 = Commons.clampv3(cv, Vector3(), Vector3(1, 1, 1))
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return Color(v.x, v.y, v.z, 1);
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@ -76,7 +78,7 @@ var p_o102649_value = 1.000000000;
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func adjust_hsv(color : Color) -> Color:
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var hsv : Vector3 = rgb_to_hsv(Vector3(color.r, color.g, color.b));
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var x : float = fract(hsv.x + p_o102649_hue)
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var x : float = Commons.fract(hsv.x + p_o102649_hue)
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var y : float = clamp(hsv.y * p_o102649_saturation, 0.0, 1.0)
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var z : float = clamp(hsv.z * p_o102649_value, 0.0, 1.0)
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@ -109,9 +111,9 @@ func rgb_to_hsv(c : Vector3) -> Vector3:
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func hsv_to_rgb(c : Vector3) -> Vector3:
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var K : Color = Color(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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var p : Vector3 = absv3(fractv3(Vector3(c.x, c.x, c.x) + Vector3(K.r, K.g, K.b)) * 6.0 - Vector3(K.a, K.a, K.a));
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var p : Vector3 = Commons.absv3(Commons.fractv3(Vector3(c.x, c.x, c.x) + Vector3(K.r, K.g, K.b)) * 6.0 - Vector3(K.a, K.a, K.a));
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return c.z * lerp(Vector3(K.r, K.r, K.r), clampv3(p - Vector3(K.r, K.r, K.r), Vector3(), Vector3(1, 1, 1)), c.y);
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return c.z * lerp(Vector3(K.r, K.r, K.r), Commons.clampv3(p - Vector3(K.r, K.r, K.r), Vector3(), Vector3(1, 1, 1)), c.y);
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func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> float:
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uv.x = 2.0 * uv.x - 1.0
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@ -134,150 +136,11 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
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rv += Vector2(0.5, 0.5);
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if (repeat):
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return fractv2(rv);
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return Commons.fractv2(rv);
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else:
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return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
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return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
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func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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v.y = clamp(v.z, mi.z, ma.z)
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return v
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func floorc(a : Color) -> Color:
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var v : Color = Color()
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v.r = floor(a.r)
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v.g = floor(a.g)
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v.b = floor(a.b)
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v.a = floor(a.a)
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return v
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func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = floor(a.x)
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v.y = floor(a.y)
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return v
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func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = smoothstep(a, b, c.x)
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v.y = smoothstep(a, b, c.y)
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return v
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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 maxv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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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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v.z = max(a.z, b.z)
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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 absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.y = abs(v.y)
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return v
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func cosv2(v : Vector2) -> Vector2:
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v.x = cos(v.x)
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v.y = cos(v.y)
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return v
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func cosv3(v : Vector3) -> Vector3:
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v.x = cos(v.x)
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v.y = cos(v.y)
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v.y = cos(v.y)
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return v
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func modv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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v.z = modf(a.z, b.z)
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return v
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func modv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.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 fractv2(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 fractv3(v : Vector3) -> Vector3:
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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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v.z = v.z - floor(v.z)
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return v
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func fract(f : float) -> float:
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return f - floor(f)
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func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
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v.x = clamp(v.x, pmin.x, pmax.x)
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v.y = clamp(v.y, pmin.y, pmax.y)
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return v
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func rand(x : Vector2) -> float:
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return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func rand2(x : Vector2) -> Vector2:
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return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
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func rand3(x : Vector2) -> Vector3:
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return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)),
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x.dot(Vector2(13.254, 5.867)))) * 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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@ -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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@ -96,148 +98,11 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
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rv += Vector2(0.5, 0.5);
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if (repeat):
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return fractv2(rv);
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return Commons.fractv2(rv);
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else:
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return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
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return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
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func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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v.y = clamp(v.z, mi.z, ma.z)
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return v
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func floorc(a : Color) -> Color:
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var v : Color = Color()
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v.r = floor(a.r)
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v.g = floor(a.g)
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v.b = floor(a.b)
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v.a = floor(a.a)
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return v
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func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = floor(a.x)
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v.y = floor(a.y)
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return v
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func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = smoothstep(a, b, c.x)
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v.y = smoothstep(a, b, c.y)
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return v
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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 maxv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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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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v.z = max(a.z, b.z)
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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 absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.y = abs(v.y)
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return v
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func cosv2(v : Vector2) -> Vector2:
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v.x = cos(v.x)
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v.y = cos(v.y)
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return v
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func cosv3(v : Vector3) -> Vector3:
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v.x = cos(v.x)
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v.y = cos(v.y)
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v.y = cos(v.y)
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return v
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func modv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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v.z = modf(a.z, b.z)
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return v
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func modv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.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 fractv2(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 fractv3(v : Vector3) -> Vector3:
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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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v.z = v.z - floor(v.z)
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return v
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func fract(f : float) -> float:
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return f - floor(f)
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func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
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v.x = clamp(v.x, pmin.x, pmax.x)
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v.y = clamp(v.y, pmin.y, pmax.y)
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return v
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func rand(x : Vector2) -> float:
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return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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func rand2(x : Vector2) -> Vector2:
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return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
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func rand3(x : Vector2) -> Vector3:
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return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)),
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x.dot(Vector2(13.254, 5.867)))) * 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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@ -80,145 +80,6 @@ func shape_circle(uv : Vector2, sides : float, size : float, edge : float) -> fl
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return clamp((1.0 - distance / size) / edge, 0.0, 1.0)
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func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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v.y = clamp(v.z, mi.z, ma.z)
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return v
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func floorc(a : Color) -> Color:
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var v : Color = Color()
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v.r = floor(a.r)
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v.g = floor(a.g)
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v.b = floor(a.b)
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v.a = floor(a.a)
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return v
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func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = floor(a.x)
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v.y = floor(a.y)
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return v
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func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = smoothstep(a, b, c.x)
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v.y = smoothstep(a, b, c.y)
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return v
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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 maxv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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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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v.z = max(a.z, b.z)
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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 absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.y = abs(v.y)
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return v
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func cosv2(v : Vector2) -> Vector2:
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v.x = cos(v.x)
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v.y = cos(v.y)
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return v
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func cosv3(v : Vector3) -> Vector3:
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v.x = cos(v.x)
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v.y = cos(v.y)
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v.y = cos(v.y)
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return v
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func modv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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v.z = modf(a.z, b.z)
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return v
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func modv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.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 fractv2(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 fractv3(v : Vector3) -> Vector3:
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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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v.z = v.z - floor(v.z)
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return v
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func fract(f : float) -> float:
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return f - floor(f)
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func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
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v.x = clamp(v.x, pmin.x, pmax.x)
|
||||
v.y = clamp(v.y, pmin.y, pmax.y)
|
||||
|
||||
return v
|
||||
|
||||
func rand(x : Vector2) -> float:
|
||||
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
|
||||
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
func step(edge : float, x : float) -> float:
|
||||
if x < edge:
|
||||
return 0.0
|
||||
else:
|
||||
return 1.0
|
||||
|
||||
|
||||
#common -----
|
||||
|
||||
#float rand(vec2 x) {
|
||||
|
Loading…
Reference in New Issue
Block a user