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Comments from scratches.mmg.
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@ -123,6 +123,22 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#Inputs:
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#size, vector2, default: 4, min: 2, max: 32, step: 1
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#scratches.mmg
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#Draws 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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#Inputs:
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#scratch_size (l, w), vector2, min: 0.1, max: 1, default: (0.25, 0.5), step:0.01
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#layers, float, min: 1, max: 10, default: 4, step:1
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#waviness, float, min: 0, max: 1, default: 0.5, step:0.01
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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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enum CombinerAxisType {
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SINE,
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TRIANGLE,
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@ -230,6 +246,32 @@ static func sinewavec(uv : Vector2, amplitude : float, frequency : float, phase
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static func sinewavef(uv : Vector2, amplitude : float, frequency : float, phase : float) -> float:
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return 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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#float scratch(vec2 uv, vec2 size, float waviness, float angle, float randomness, vec2 seed) {
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# float subdivide = floor(1.0/size.x);
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# float cut = size.x*subdivide;
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#
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# uv *= subdivide;
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#
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# vec2 r1 = rand2(floor(uv)+seed);
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# vec2 r2 = rand2(r1);
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#
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# uv = fract(uv);
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# vec2 border = 10.0*min(fract(uv), 1.0-fract(uv));
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# uv = 2.0*uv-vec2(1.0);
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#
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# float a = 6.28318530718*(angle+(r1.x-0.5)*randomness);
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# float c = cos(a);
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# float s = sin(a);
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#
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# uv = vec2(c*uv.x+s*uv.y, s*uv.x-c*uv.y);
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# uv.y += 2.0*r1.y-1.0;
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# uv.y += 0.5*waviness*cos(2.0*uv.x+6.28318530718*r2.y);
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# uv.x /= cut;
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# uv.y /= subdivide*size.y;
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#
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# return min(border.x, border.y)*(1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y);
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#}
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static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var subdivide : float = floor(1.0/size.x);
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var cut : float = size.x*subdivide;
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@ -251,6 +293,17 @@ static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : floa
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return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y);
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#float scratches(vec2 uv, int layers, vec2 size, float waviness, float angle, float randomness, vec2 seed) {
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# float v = 0.0;
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#
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# for (int i = 0; i < layers; ++i) {
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# seed = rand2(seed);
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# v = max(v, scratch(fract(uv+seed), size, waviness, angle/360.0, randomness, seed));
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# }
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#
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# return v;
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#}
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static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var v : float = 0.0;
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@ -1,108 +0,0 @@
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{
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"name": "scratches",
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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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"angle": 0,
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"layers": 5,
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"length": 0.25,
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"randomness": 0.3,
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"waviness": 0.3,
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"width": 0.4
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},
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"shader_model": {
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"code": "",
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"longdesc": "Draws white scratches on a black background",
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"global": "float scratch(vec2 uv, vec2 size, float waviness, float angle, float randomness, vec2 seed) {\n\tfloat subdivide = floor(1.0/size.x);\n\tfloat cut = size.x*subdivide;\n\tuv *= subdivide;\n\tvec2 r1 = rand2(floor(uv)+seed);\n\tvec2 r2 = rand2(r1);\n\tuv = fract(uv);\n\tvec2 border = 10.0*min(fract(uv), 1.0-fract(uv));\n\tuv = 2.0*uv-vec2(1.0);\n\tfloat a = 6.28318530718*(angle+(r1.x-0.5)*randomness);\n\tfloat c = cos(a);\n\tfloat s = sin(a);\n\tuv = vec2(c*uv.x+s*uv.y, s*uv.x-c*uv.y);\n\tuv.y += 2.0*r1.y-1.0;\n\tuv.y += 0.5*waviness*cos(2.0*uv.x+6.28318530718*r2.y);\n\tuv.x /= cut;\n\tuv.y /= subdivide*size.y;\n\treturn min(border.x, border.y)*(1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y);\n}\n\nfloat scratches(vec2 uv, int layers, vec2 size, float waviness, float angle, float randomness, vec2 seed) {\n\tfloat v = 0.0;\n\tfor (int i = 0; i < layers; ++i) {\n\t\tseed = rand2(seed);\n\t\tv = max(v, scratch(fract(uv+seed), size, waviness, angle/360.0, randomness, seed));\n\t}\n\treturn v;\n}\n",
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"inputs": [
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],
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"instance": "",
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"name": "Scratches",
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"outputs": [
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{
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"f": "scratches($uv, int($layers), vec2($length, $width), $waviness, $angle, $randomness, vec2(float($seed), 0.0))",
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"longdesc": "Shows white scratches on a black background",
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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": 0.25,
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"label": "Length",
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"longdesc": "The length of scratches (the shorter the scratches,the more they will be)",
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"max": 1,
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"min": 0.1,
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"name": "length",
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"shortdesc": "Length",
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"step": 0.01,
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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": 0.5,
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"label": "Width",
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"longdesc": "The width of scratches",
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"max": 1,
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"min": 0.1,
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"name": "width",
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"shortdesc": "Width",
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"step": 0.01,
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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": 4,
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"label": "Layers",
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"longdesc": "The number of scratches layers",
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"max": 10,
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"min": 1,
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"name": "layers",
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"shortdesc": "Layers",
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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": 0.5,
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"label": "Waviness",
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"longdesc": "The waviness of scratches",
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"max": 1,
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"min": 0,
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"name": "waviness",
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"shortdesc": "Waviness",
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"step": 0.01,
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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": "Angle",
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"longdesc": "The average angle of the scratches (0 generates horizontal scratches)",
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"max": 180,
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"min": -180,
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"name": "angle",
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"shortdesc": "Angle",
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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": 0.5,
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"label": "Randomness",
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"longdesc": "The randomness of the scratches angles",
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"max": 1,
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"min": 0,
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"name": "randomness",
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"shortdesc": "Randomness",
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"step": 0.01,
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"type": "float"
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}
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]
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},
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"type": "shader"
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}
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