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Comments from iching.mmg.
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@ -123,9 +123,12 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#Inputs:
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#Inputs:
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#size, vector2, default: 4, min: 2, max: 32, step: 1
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#size, vector2, default: 4, min: 2, max: 32, step: 1
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#----------------------
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#scratches.mmg
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#scratches.mmg
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#Draws white scratches on a black background
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#Draws white scratches on a black background
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#Outputs:
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#Output (float) - Shows white scratches on a black background
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#Output (float) - Shows white scratches on a black background
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#scratches($uv, int($layers), vec2($length, $width), $waviness, $angle, $randomness, vec2(float($seed), 0.0))
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#scratches($uv, int($layers), vec2($length, $width), $waviness, $angle, $randomness, vec2(float($seed), 0.0))
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@ -137,6 +140,18 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#angle, float, min: -180, max: 180, default: 0, step:1
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#angle, float, min: -180, max: 180, default: 0, step:1
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#randomness, float, min: 0, max: 1, default: 0.5, step:0.01
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#randomness, float, min: 0, max: 1, default: 0.5, step:0.01
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#----------------------
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#iching.mmg
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#This node generates a grid of random I Ching hexagrams.
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#Outputs:
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#Output (float) - A greyscale image showing random I Ching hexagrams.
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#IChing(vec2($columns, $rows)*$uv, float($seed))
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#Inputs:
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#size, vector2, default: 2, min: 2, max: 32, step: 1
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enum CombinerAxisType {
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enum CombinerAxisType {
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@ -425,6 +440,14 @@ static func IChingc(uv : Vector2, row_col : Vector2, pseed : int) -> Color:
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return Color(f, f, f, 1)
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return Color(f, f, f, 1)
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#float IChing(vec2 uv, float seed) {
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# int value = int(32.0*rand(floor(uv)+vec2(seed)));
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# float base = step(0.5, fract(fract(uv.y)*6.5))*step(0.04, fract(uv.y+0.02))*step(0.2, fract(uv.x+0.1));
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# int bit = int(fract(uv.y)*6.5);
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#
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# return base*step(0.1*step(float(bit & value), 0.5), fract(uv.x+0.55));
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#}
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static func IChing(uv : Vector2, pseed : float) -> float:
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static func IChing(uv : Vector2, pseed : float) -> float:
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var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed)));
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var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed)));
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var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1));
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var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1));
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@ -1,57 +0,0 @@
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{
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"name": "iching",
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"node_position": {
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"x": 0,
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"y": 0
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},
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"parameters": {
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"columns": 4,
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"rows": 4
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},
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"shader_model": {
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"code": "",
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"global": "float IChing(vec2 uv, float seed) {\n\tint value = int(32.0*rand(floor(uv)+vec2(seed)));\n\tfloat base = step(0.5, fract(fract(uv.y)*6.5))*step(0.04, fract(uv.y+0.02))*step(0.2, fract(uv.x+0.1));\n\tint bit = int(fract(uv.y)*6.5);\n\treturn base*step(0.1*step(float(bit & value), 0.5), fract(uv.x+0.55));\n}\n\n\n",
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"inputs": [
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],
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"instance": "",
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"longdesc": "This node generates a grid of random I Ching hexagrams.",
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"name": "I Ching",
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"outputs": [
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{
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"f": "IChing(vec2($columns, $rows)*$uv, float($seed))",
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"longdesc": "A greyscale image showing random I Ching hexagrams.",
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"shortdesc": "Output",
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"type": "f"
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}
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],
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"parameters": [
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{
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"control": "None",
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"default": 0,
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"label": "Size X",
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"longdesc": "The number of columns of the grid",
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"max": 32,
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"min": 2,
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"name": "columns",
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"shortdesc": "Size.x",
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"step": 1,
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"type": "float"
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},
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{
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"control": "None",
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"default": 0,
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"label": "Size Y",
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"longdesc": "The number of rows of the grid",
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"max": 32,
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"min": 2,
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"name": "rows",
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"shortdesc": "Size.y",
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"step": 1,
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"type": "float"
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}
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],
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"shortdesc": "I Ching hexagrams generator"
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},
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"type": "shader"
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}
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