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https://github.com/Relintai/broken_seals.git
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Updated noise_fbm code based on the new shaders.
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@ -3,48 +3,48 @@ extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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static func fbmval(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = fbmf(uv, size, octaves, persistence, pseed)
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static func fbmval(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = fbmf(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func perlin(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = perlinf(uv, size, octaves, persistence, pseed)
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static func perlin(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = perlinf(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func perlinabs(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = perlinf(uv, size, octaves, persistence, pseed)
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static func perlinabs(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = perlinf(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func cellular(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellularf(uv, size, octaves, persistence, pseed)
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static func cellular(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellularf(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func cellular2(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular2f(uv, size, octaves, persistence, pseed)
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static func cellular2(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular2f(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func cellular3(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular3f(uv, size, octaves, persistence, pseed)
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static func cellular3(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular3f(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func cellular4(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular4f(uv, size, octaves, persistence, pseed)
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static func cellular4(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular4f(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func cellular5(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular5f(uv, size, octaves, persistence, pseed)
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static func cellular5(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular5f(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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static func cellular6(uv : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular6f(uv, size, octaves, persistence, pseed)
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static func cellular6(uv : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> Color:
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var f : float = cellular6f(uv, size, folds, octaves, persistence, pseed)
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return Color(f, f, f, 1)
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@ -70,117 +70,162 @@ static func cellular6(uv : Vector2, size : Vector2, octaves : int, persistence :
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# return value / normalize_factor;
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#}
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static func fbmf(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func fbmf(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_value(coord * size, size, pseed) * scale;
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var noise : float = fbm_value(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func perlinf(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func perlinf(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_perlin(coord*size, size, pseed) * scale;
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var noise : float = fbm_perlin(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func perlinabsf(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func perlinabsf(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_perlinabs(coord*size, size, pseed) * scale;
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var noise : float = fbm_perlinabs(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func cellularf(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func cellularf(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_cellular(coord*size, size, pseed) * scale;
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var noise : float = fbm_cellular(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func cellular2f(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func cellular2f(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_cellular2(coord*size, size, pseed) * scale;
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var noise : float = fbm_cellular2(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func cellular3f(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func cellular3f(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_cellular3(coord*size, size, pseed) * scale;
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var noise : float = fbm_cellular3(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func cellular4f(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func cellular4f(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_cellular4(coord*size, size, pseed) * scale;
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var noise : float = fbm_cellular4(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func cellular5f(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func cellular5f(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_cellular5(coord*size, size, pseed) * scale;
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var noise : float = fbm_cellular5(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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return value / normalize_factor;
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static func cellular6f(coord : Vector2, size : Vector2, octaves : int, persistence : float, pseed : float) -> float:
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static func cellular6f(coord : Vector2, size : Vector2, folds : int, octaves : int, persistence : float, pseed : float) -> float:
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var normalize_factor : float = 0.0;
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var value : float = 0.0;
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var scale : float = 1.0;
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for i in range(octaves):# (int i = 0; i < octaves; i++) {
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value += fbm_cellular6(coord*size, size, pseed) * scale;
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var noise : float = fbm_cellular6(coord*size, size, pseed)
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for j in range(folds):# (int f = 0; f < folds; ++f) {
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noise = abs(2.0*noise-1.0);
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value += noise * scale
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normalize_factor += scale;
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size *= 2.0;
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scale *= persistence;
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@ -64,28 +64,28 @@ var p_o33355_iterations = 5.000000000;
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var p_o33355_persistence = 0.500000000;
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func fbmval(uv : Vector2) -> Color:
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return NoiseFBM.fbmval(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.fbmval(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func perlin(uv : Vector2) -> Color:
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return NoiseFBM.perlin(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.perlin(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func cellular(uv : Vector2) -> Color:
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return NoiseFBM.cellular(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.cellular(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func cellular2(uv : Vector2) -> Color:
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return NoiseFBM.cellular2(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.cellular2(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func cellular3(uv : Vector2) -> Color:
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return NoiseFBM.cellular3(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.cellular3(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func cellular4(uv : Vector2) -> Color:
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return NoiseFBM.cellular4(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.cellular4(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func cellular5(uv : Vector2) -> Color:
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return NoiseFBM.cellular5(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.cellular5(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func cellular6(uv : Vector2) -> Color:
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return NoiseFBM.cellular6(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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return NoiseFBM.cellular6(uv, Vector2(p_o33355_scale_x, p_o33355_scale_y), 1, int(p_o33355_iterations), p_o33355_persistence, float(seed_o33355))
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func reffg():
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return false
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