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Notes from uneven_bricks.mmg.
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@ -72,6 +72,45 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
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#round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
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#corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
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#corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
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#----------------------
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#bricks_uneven.mmg
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#Outputs:
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#Common
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#vec4 $(name_uv)_rect = bricks_uneven($uv, int($iterations), $min_size, $randomness, float($seed));
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#vec4 $(name_uv) = brick2($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.00001, $bevel*$bevel_map($uv)));
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#Bricks pattern (float) - A greyscale image that shows the bricks pattern
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#$(name_uv).x
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#Random color (rgb) - A random color for each brick
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#rand3(fract($(name_uv)_rect.xy)+rand2(vec2(float($seed))))
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#Position.x (float) - The position of each brick along the X axis",
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#$(name_uv).y
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#Position.y (float) - The position of each brick along the Y axis
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#$(name_uv).z
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#Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node
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#brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))
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#Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node
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#brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))
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#Direction (float) - The direction of each brick (white: horizontal, black: vertical)
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#0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)
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#Inputs:
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#iterations, int, min: 1, max: 16, default:8, step:1
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#min_size, float, min: 0, max: 0.5, default: 0.3, step:0.01
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#randomness, float, min: 0, max: 1, default: 0.5, step:0.01
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#mortar, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
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#bevel, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
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#round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
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#corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
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enum CombinerAxisType {
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enum CombinerAxisType {
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SINE,
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SINE,
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TRIANGLE,
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TRIANGLE,
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@ -669,3 +708,56 @@ static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : fl
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size = Vector2(count.x-1.0, count.y-1.0)
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size = Vector2(count.x-1.0, count.y-1.0)
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return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
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return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
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#vec4 brick2(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {
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# float color;
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# vec2 size = bmax - bmin;
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# vec2 center = 0.5*(bmin+bmax);
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# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar);
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#
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# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round;
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# color = clamp(-color/bevel, 0.0, 1.0);
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#
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# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));
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#
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# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y);
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#}
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static func brick2(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color:
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return Color()
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#vec4 bricks_uneven(vec2 uv, int iterations, float min_size, float randomness, float seed) {
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# vec2 a = vec2(0.0);
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# vec2 b = vec2(1.0);
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# for (int i = 0; i < iterations; ++i) {
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# vec2 size = b-a;
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# if (max(size.x, size.y) < min_size) {
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# break;
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# }
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#
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# float x = rand(rand2(vec2(rand(a+b), seed)))*randomness+(1.0-randomness)*0.5;
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#
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# if (size.x > size.y) {
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# x *= size.x;
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#
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# if (uv.x > a.x+x) {
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# a.x += x;
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# } else {
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# b.x = a.x + x;
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# }
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# } else {
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# x *= size.y;
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#
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# if (uv.y > a.y+x) {
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# a.y += x;
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# } else {
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# b.y = a.y + x;
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# }
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# }
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# }
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#
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# return vec4(a, b);
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#}
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static func bricks_uneven(uv : Vector2, iterations : int, min_size : float, randomness : float, pseed : float) -> Color:
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return Color()
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@ -1,228 +0,0 @@
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{
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"name": "bricks_nontileable",
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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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"bevel": 0.1,
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"columns": 3,
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"corner": 0.3,
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"mortar": 0.1,
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"pattern": 0,
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"repeat": 1,
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"round": 0,
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"row_offset": 0.5,
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"rows": 6
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},
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"shader_model": {
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"code": "vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);\nvec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));\n",
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"global": "vec3 brick_infinite_random_color(vec2 bmin, vec2 bmax, float seed) {\n\tvec2 center = 0.5*(bmin + bmax);\n\treturn rand3(center + vec2(seed));\n}\n",
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"includes": [
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"bricks"
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],
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"inputs": [
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{
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"default": "1.0",
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"label": "6:",
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"longdesc": "A map that affects the Mortar parameter",
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"name": "mortar_map",
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"shortdesc": "Mortar map",
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"type": "f"
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},
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{
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"default": "1.0",
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"label": "",
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"longdesc": "A map that affects the Bevel parameter",
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"name": "bevel_map",
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"shortdesc": "Bevel map",
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"type": "f"
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},
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{
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"default": "1.0",
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"label": "",
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"longdesc": "A map that affects the Round parameter",
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"name": "round_map",
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"shortdesc": "Round map",
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"type": "f"
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}
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],
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"instance": "",
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"longdesc": "Generates different bricks patterns, with many useful outputs.",
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"name": "Bricks NonTileable",
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"outputs": [
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{
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"f": "$(name_uv).x",
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"longdesc": "A greyscale image that shows the bricks pattern",
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"shortdesc": "Bricks pattern",
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"type": "f"
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},
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{
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"longdesc": "A random color for each brick",
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"rgb": "brick_infinite_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))",
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"shortdesc": "Random color",
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"type": "rgb"
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},
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{
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"f": "$(name_uv).y",
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"longdesc": "The position of each brick along the X axis",
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"shortdesc": "Position.x",
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"type": "f"
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},
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{
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"f": "$(name_uv).z",
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"longdesc": "The position of each brick along the Y axis",
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"shortdesc": "Position.y",
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"type": "f"
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},
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{
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"longdesc": "An UV map output for each brick, to be connected to the Map input of a CustomUV node",
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"rgb": "brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))",
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"shortdesc": "Brick UV",
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"type": "rgb"
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},
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{
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"longdesc": "An UV map output for each brick corner, to be connected to the Map input of a CustomUV node",
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"rgb": "brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))",
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"shortdesc": "Corner UV",
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"type": "rgb"
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},
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{
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"f": "0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)",
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"longdesc": "The direction of each brick (white: horizontal, black: vertical)",
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"shortdesc": "Direction",
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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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"default": 0,
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"label": "",
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"longdesc": "The type of brick pattern",
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"name": "pattern",
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"shortdesc": "Pattern",
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"type": "enum",
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"values": [
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{
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"name": "Running bond",
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"value": "rb"
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},
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{
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"name": "Running bond (2)",
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"value": "rb2"
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},
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{
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"name": "HerringBone",
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"value": "hb"
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},
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{
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"name": "Basket weave",
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"value": "bw"
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},
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{
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"name": "Spanish bond",
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"value": "sb"
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}
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]
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},
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{
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"control": "None",
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"default": 1,
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"label": "Repeat:",
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"longdesc": "The number of repetitions of the whole pattern",
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"max": 8,
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"min": 1,
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"name": "repeat",
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"shortdesc": "Repeat",
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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": 6,
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"label": "Rows:",
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"longdesc": "The number of rows of a pattern",
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"max": 64,
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"min": 1,
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"name": "rows",
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"shortdesc": "Rows",
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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": 3,
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"label": "Columns:",
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"longdesc": "The number of columns of a pattern",
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"max": 64,
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"min": 1,
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"name": "columns",
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"shortdesc": "Columns",
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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": "Offset:",
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"longdesc": "The offset of the pattern (not useful for all patterns)",
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"max": 1,
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"min": 0,
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"name": "row_offset",
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"shortdesc": "Offset",
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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": 0.1,
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"label": "Mortar:",
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"longdesc": "The width of the space between bricks",
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"max": 0.5,
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"min": 0,
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"name": "mortar",
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"shortdesc": "Mortar",
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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": 0.1,
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"label": "Bevel:",
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"longdesc": "The width of the edge of each brick",
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"max": 0.5,
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"min": 0,
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"name": "bevel",
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"shortdesc": "Bevel",
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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": "Round:",
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"longdesc": "The radius of the round corners of bricks",
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"max": 0.5,
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"min": 0,
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"name": "round",
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"shortdesc": "Round",
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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": 0.1,
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"label": "Corner:",
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"longdesc": "The size of the corner part of each brick (only used by the Corner UV output)",
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"max": 0.5,
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"min": 0,
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"name": "corner",
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"shortdesc": "Corner",
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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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"shortdesc": "Simple bricks patterns"
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},
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"type": "shader"
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}
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@ -1,184 +0,0 @@
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{
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"name": "bricks_uneven",
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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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"bevel": 0.01,
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"corner": 0,
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"iterations": 8,
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"min_size": 0.3,
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"mortar": 0.01,
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"randomness": 0.5,
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"round": 0
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},
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"shader_model": {
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"code": "vec4 $(name_uv)_rect = bricks_uneven($uv, int($iterations), $min_size, $randomness, float($seed));\nvec4 $(name_uv) = brick2($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.00001, $bevel*$bevel_map($uv)));\n",
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||||||
"global": "vec4 brick2(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {\n\tfloat color;\n\tvec2 size = bmax - bmin;\n\tvec2 center = 0.5*(bmin+bmax);\n vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar);\n color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round;\n\tcolor = clamp(-color/bevel, 0.0, 1.0);\n\tvec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));\n\treturn vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y);\n}\n\nvec4 bricks_uneven(vec2 uv, int iterations, float min_size, float randomness, float seed) {\n\tvec2 a = vec2(0.0);\n\tvec2 b = vec2(1.0);\n\t\n\tfor (int i = 0; i < iterations; ++i) {\n\t\tvec2 size = b-a;\n\t\tif (max(size.x, size.y) < min_size) {\n\t\tbreak;\n\t\t}\n\t\tfloat x = rand(rand2(vec2(rand(a+b), seed)))*randomness+(1.0-randomness)*0.5;\n\t\tif (size.x > size.y) {\n\t\t\tx *= size.x;\n\t\t\tif (uv.x > a.x+x) {\n\t\t\t\ta.x += x;\n\t\t\t} else {\n\t\t\t\tb.x = a.x + x;\n\t\t\t}\n\t\t} else {\n\t\t\tx *= size.y;\n\t\t\tif (uv.y > a.y+x) {\n\t\t\t\ta.y += x;\n\t\t\t} else {\n\t\t\t\tb.y = a.y + x;\n\t\t\t}\n\t\t}\n\t}\n\treturn vec4(a, b);\n}\n",
|
|
||||||
"includes": [
|
|
||||||
"bricks"
|
|
||||||
],
|
|
||||||
"inputs": [
|
|
||||||
{
|
|
||||||
"default": "1.0",
|
|
||||||
"label": "4:",
|
|
||||||
"longdesc": "A map that affects the Mortar parameter",
|
|
||||||
"name": "mortar_map",
|
|
||||||
"shortdesc": "Mortar map",
|
|
||||||
"type": "f"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"default": "1.0",
|
|
||||||
"label": "",
|
|
||||||
"longdesc": "A map that affects the Bevel parameter",
|
|
||||||
"name": "bevel_map",
|
|
||||||
"shortdesc": "Bevel map",
|
|
||||||
"type": "f"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"default": "1.0",
|
|
||||||
"label": "",
|
|
||||||
"longdesc": "A map that affects the Round parameter",
|
|
||||||
"name": "round_map",
|
|
||||||
"shortdesc": "Round map",
|
|
||||||
"type": "f"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"instance": "",
|
|
||||||
"longdesc": "Generates an uneven bricks pattern.",
|
|
||||||
"name": "Uneven Bricks",
|
|
||||||
"outputs": [
|
|
||||||
{
|
|
||||||
"f": "$(name_uv).x",
|
|
||||||
"longdesc": "A greyscale image that shows the bricks pattern",
|
|
||||||
"shortdesc": "Bricks pattern",
|
|
||||||
"type": "f"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"longdesc": "A random color for each brick",
|
|
||||||
"rgb": "rand3(fract($(name_uv)_rect.xy)+rand2(vec2(float($seed))))",
|
|
||||||
"shortdesc": "Random color",
|
|
||||||
"type": "rgb"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"f": "$(name_uv).y",
|
|
||||||
"longdesc": "The position of each brick along the X axis",
|
|
||||||
"shortdesc": "Position.x",
|
|
||||||
"type": "f"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"f": "$(name_uv).z",
|
|
||||||
"longdesc": "The position of each brick along the Y axis",
|
|
||||||
"shortdesc": "Position.y",
|
|
||||||
"type": "f"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"longdesc": "An UV map output for each brick, to be connected to the Map input of a CustomUV node",
|
|
||||||
"rgb": "brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))",
|
|
||||||
"shortdesc": "Brick UV",
|
|
||||||
"type": "rgb"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"longdesc": "An UV map output for each brick corner, to be connected to the Map input of a CustomUV node",
|
|
||||||
"rgb": "brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))",
|
|
||||||
"shortdesc": "Corner UV",
|
|
||||||
"type": "rgb"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"f": "0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)",
|
|
||||||
"longdesc": "The direction of each brick (white: horizontal, black: vertical)",
|
|
||||||
"shortdesc": "Direction",
|
|
||||||
"type": "f"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"parameters": [
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 8,
|
|
||||||
"label": "Iterations",
|
|
||||||
"longdesc": "The number of iterations of the brick split operation",
|
|
||||||
"max": 16,
|
|
||||||
"min": 1,
|
|
||||||
"name": "iterations",
|
|
||||||
"shortdesc": "Iterations",
|
|
||||||
"step": 1,
|
|
||||||
"type": "float"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 0.3,
|
|
||||||
"label": "Min size:",
|
|
||||||
"longdesc": "The minimum size of a brick",
|
|
||||||
"max": 0.5,
|
|
||||||
"min": 0,
|
|
||||||
"name": "min_size",
|
|
||||||
"shortdesc": "Minimum size",
|
|
||||||
"step": 0.01,
|
|
||||||
"type": "float"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 0.5,
|
|
||||||
"label": "Randomness",
|
|
||||||
"longdesc": "The randomness of the pattern",
|
|
||||||
"max": 1,
|
|
||||||
"min": 0,
|
|
||||||
"name": "randomness",
|
|
||||||
"shortdesc": "Randomness",
|
|
||||||
"step": 0.01,
|
|
||||||
"type": "float"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 0.05,
|
|
||||||
"label": "Mortar:",
|
|
||||||
"longdesc": "The width of the space between bricks",
|
|
||||||
"max": 0.5,
|
|
||||||
"min": 0,
|
|
||||||
"name": "mortar",
|
|
||||||
"shortdesc": "Mortar",
|
|
||||||
"step": 0.001,
|
|
||||||
"type": "float"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 0.05,
|
|
||||||
"label": "Bevel:",
|
|
||||||
"longdesc": "The width of the edge of each brick",
|
|
||||||
"max": 0.5,
|
|
||||||
"min": 0,
|
|
||||||
"name": "bevel",
|
|
||||||
"shortdesc": "Bevel",
|
|
||||||
"step": 0.001,
|
|
||||||
"type": "float"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 0,
|
|
||||||
"label": "Round:",
|
|
||||||
"longdesc": "The radius of the round corners of bricks",
|
|
||||||
"max": 0.5,
|
|
||||||
"min": 0,
|
|
||||||
"name": "round",
|
|
||||||
"shortdesc": "Round",
|
|
||||||
"step": 0.01,
|
|
||||||
"type": "float"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"control": "None",
|
|
||||||
"default": 0.1,
|
|
||||||
"label": "Corner:",
|
|
||||||
"longdesc": "The size of the corner part of each brick (only used by the Corner UV output)",
|
|
||||||
"max": 0.5,
|
|
||||||
"min": 0,
|
|
||||||
"name": "corner",
|
|
||||||
"shortdesc": "Corner",
|
|
||||||
"step": 0.01,
|
|
||||||
"type": "float"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"shortdesc": "Uneven bricks"
|
|
||||||
},
|
|
||||||
"type": "shader"
|
|
||||||
}
|
|
Loading…
Reference in New Issue
Block a user