Notes from bricks.mmg. Also improvements to beehive notes.

This commit is contained in:
Relintai 2021-10-11 12:55:18 +02:00
parent b622bb2f73
commit b31eb46120
2 changed files with 196 additions and 356 deletions

View File

@ -5,7 +5,20 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#----------------------
#beehive.mmg
#Outputs: 3 beehive_1c, beehive_2c, beehive_3c
#Outputs: (beehive_1c, beehive_2c, beehive_3c TODO make common code parameters)
#Common
#vec2 $(name_uv)_uv = $uv*vec2($sx, $sy*1.73205080757);
#vec4 $(name_uv)_center = beehive_center($(name_uv)_uv);
#Output (float) - Shows the greyscale pattern
#1.0-2.0*beehive_dist($(name_uv)_center.xy)
#Random color (rgb) - Shows a random color for each hexagonal tile
#rand3(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed)))
#UV map (rgb) - Shows an UV map to be connected to the UV map port of the Custom UV node
#vec3(vec2(0.5)+$(name_uv)_center.xy, rand(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed))))
#Inputs:
#size, vector2, default: 2, min: 1, max: 64, step: 1
@ -18,6 +31,47 @@ const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
#Pattern_y_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce
#Pattern_Repeat, vector2, min: 0, max: 32, default:4, step: 1
#----------------------
#bricks.mmg
#Outputs:
#Common
#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));
#Bricks pattern (float) - A greyscale image that shows the bricks pattern
#$(name_uv).x
#Random color (rgb) - A random color for each brick
#brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))
#Position.x (float) - The position of each brick along the X axis",
#$(name_uv).y
#Position.y (float) - The position of each brick along the Y axis
#$(name_uv).z
#Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node
#brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed))
#Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node
#brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed))
#Direction (float) - The direction of each brick (white: horizontal, black: vertical)
#0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0)
#Inputs:
#type / Pattern, enum, default: 0, values: Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond
#repeat, int, min: 1, max: 8, default: 1, step:1
#rows, int, min: 1, max: 64, default: 6, step:1
#columns, int, min: 1, max: 64, default: 6, step:1
#offset, float, min: 0, max: 1, default: 0.5, step:0.01
#mortar, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#bevel, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input)
#corner, float, min: 0, max: 0.5, default: 0.1, step:0.01
enum CombinerAxisType {
SINE,
TRIANGLE,
@ -27,7 +81,7 @@ enum CombinerAxisType {
BOUNCE
}
enum CombinerType {
enum CombinerType {
MULTIPLY,
ADD,
MAX,
@ -36,7 +90,7 @@ enum CombinerType {
POW
}
#float $(name)_fct(vec2 uv) {\n\t
#float $(name)_fct(vec2 uv) {
# return mix_$(mix)(wave_$(x_wave)($(x_scale)*uv.x), wave_$(y_wave)($(y_scale)*uv.y));
#}
@ -314,6 +368,18 @@ static func beehive_center(p : Vector2) -> Color:
#return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73);
#vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) {
# vec2 center = 0.5*(bmin + bmax);
# vec2 size = bmax - bmin;
#
# float max_size = max(size.x, size.y);
# float min_size = min(size.x, size.y);
#
# mortar *= min_size;
# corner *= min_size;
#
# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)+ceil(vec2(uv-center))));
#}
static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3:
var center : Vector2 = 0.5 * (bmin + bmax)
@ -333,6 +399,23 @@ static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar
# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)));
#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {
# float color;
# vec2 size = bmax - bmin;
# float min_size = min(size.x, size.y);
#
# mortar *= min_size;
# bevel *= min_size;
# round *= min_size;
# vec2 center = 0.5*(bmin+bmax);
# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar);
#
# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round;
# color = clamp(-color/bevel, 0.0, 1.0);
# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));
#
# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y);
#}
static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color:
var color : float
@ -362,6 +445,25 @@ static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float,
return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y)
#vec3 brick_random_color(vec2 bmin, vec2 bmax, float seed) {
# vec2 center = 0.5*(bmin + bmax);
# return rand3(fract(center + vec2(seed)));
#}
static func brick_random_color(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3:
var center : Vector2 = 0.5 * (bmin + bmax)
return Commons.rand3(Commons.fractv2(center + Vector2(pseed, pseed)));
#vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) {
# vec2 center = 0.5*(bmin + bmax);
# vec2 size = bmax - bmin;
#
# float max_size = max(size.x, size.y);
#
# return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed)));
#}
static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3:
var center : Vector2 = 0.5 * (bmin + bmax)
var size : Vector2 = bmax - bmin
@ -371,7 +473,18 @@ static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float
var y : float = 0.5+ (uv.y - center.y) /max_size
return Vector3(x, y, Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed)))
#vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) {
# count *= repeat;float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));
#
# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));
#
# bmin.x += x_offset;
# bmin /= count;
#
# return vec4(bmin, bmin+vec2(1.0)/count);
#}
static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
count *= repeat
@ -386,7 +499,21 @@ static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : fl
var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count
return Color(bmin.x, bmin.y, bmc.x, bmc.y)
#vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) {
# count *= repeat;
#
# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));
# count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5)));
#
# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));
#
# bmin.x += x_offset;
# bmin /= count;
#
# return vec4(bmin, bmin+vec2(1.0)/count);
#}
static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
count *= repeat
@ -403,7 +530,20 @@ static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : f
var b : Vector2 = bmin + Vector2(1, 1) / count
return Color(bmin.x, bmin.y, b.x, b.y)
#vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) {
# float pc = count.x+count.y;
# float c = pc*repeat;
# vec2 corner = floor(uv*c);
# float cdiff = mod(corner.x-corner.y, pc);
#
# if (cdiff < count.x) {
# return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c);
# } else {
# return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c);
# }
#}
static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
var pc : float = count.x + count.y
var c : float = pc * repeat
@ -431,7 +571,27 @@ static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : fl
col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c
return col
#vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) {
# vec2 c = 2.0*count*repeat;
# float mc = max(c.x, c.y);
# vec2 corner1 = floor(uv*c);
# vec2 corner2 = count*floor(repeat*2.0*uv);
# float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0);
# vec2 corner;
# vec2 size;
#
# if (cdiff == 0.0) {
# orner = vec2(corner1.x, corner2.y);
# size = vec2(1.0, count.y);
# } else {
# corner = vec2(corner2.x, corner1.y);
# size = vec2(count.x, 1.0);
# }
#
# return vec4(corner/c, (corner+size)/c);
#}
static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
var c : Vector2 = 2.0 * count * repeat
var mc : float = max(c.x, c.y)
@ -453,6 +613,35 @@ static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : fl
return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
#vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) {
# vec2 c = (count+vec2(1.0))*repeat;
# float mc = max(c.x, c.y);
# vec2 corner1 = floor(uv*c);
# vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv);
# vec2 rcorner = corner1 - corner2;
# vec2 corner;
# vec2 size;
#
# if (rcorner.x == 0.0 && rcorner.y < count.y) {
# corner = corner2;
# size = vec2(1.0, count.y);
# } else if (rcorner.y == 0.0) {
# corner = corner2+vec2(1.0, 0.0);
# size = vec2(count.x, 1.0);
# } else if (rcorner.x == count.x) {
# corner = corner2+vec2(count.x, 1.0);
# size = vec2(1.0, count.y);
# } else if (rcorner.y == count.y) {
# corner = corner2+vec2(0.0, count.y);
# size = vec2(count.x, 1.0);
# } else {
# corner = corner2+vec2(1.0);
# size = vec2(count.x-1.0, count.y-1.0);
# }
#
# return vec4(corner/c, (corner+size)/c);
#}
static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
var c : Vector2 = (count + Vector2(1, 1)) * repeat
var mc : float = max(c.x, c.y)
@ -480,127 +669,3 @@ static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : fl
size = Vector2(count.x-1.0, count.y-1.0)
return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
#
#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
#vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv)));
#
#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {
# float color;
# vec2 size = bmax - bmin;
# float min_size = min(size.x, size.y);
# mortar *= min_size;
# bevel *= min_size;
# round *= min_size;
# vec2 center = 0.5*(bmin+bmax);
#
# vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar);
# color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round;
# color = clamp(-color/bevel, 0.0, 1.0);
# vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));
#
# return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y);
#}
#
#vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) {
# vec2 center = 0.5*(bmin + bmax);
# vec2 size = bmax - bmin;
# float max_size = max(size.x, size.y);
#
# return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed)));
#}
#
#vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) {
# vec2 center = 0.5*(bmin + bmax);
# vec2 size = bmax - bmin;
# float max_size = max(size.x, size.y);
# float min_size = min(size.x, size.y);
# mortar *= min_size;corner *= min_size;
#
# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)));
#}
#
#vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) {
# count *= repeat;
# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));
# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));
# bmin.x += x_offset;bmin /= count;
#
# return vec4(bmin, bmin+vec2(1.0)/count);
#}
#
#vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) {
# count *= repeat;
#
# float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));
# count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5)));
# vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));
#
# bmin.x += x_offset;
# bmin /= count;
# return vec4(bmin, bmin+vec2(1.0)/count);
#}
#
#vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) {
# float pc = count.x+count.y;
# float c = pc*repeat;
# vec2 corner = floor(uv*c);
# float cdiff = mod(corner.x-corner.y, pc);
#
# if (cdiff < count.x) {
# return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c);
# } else {
# return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c);
# }
#}
#
#vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) {
# vec2 c = 2.0*count*repeat;
# float mc = max(c.x, c.y);
# vec2 corner1 = floor(uv*c);
# vec2 corner2 = count*floor(repeat*2.0*uv);
# float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0);
# vec2 corner;
# vec2 size;
#
# if (cdiff == 0.0) {
# corner = vec2(corner1.x, corner2.y);
# size = vec2(1.0, count.y);
# } else {
# corner = vec2(corner2.x, corner1.y);
# size = vec2(count.x, 1.0);
# }
#
# return vec4(corner/c, (corner+size)/c);
#}
#
#vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) {
# vec2 c = (count+vec2(1.0))*repeat;
# float mc = max(c.x, c.y);
# vec2 corner1 = floor(uv*c);
# vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv);
# vec2 rcorner = corner1 - corner2;
#
# vec2 corner;
# vec2 size;
#
# if (rcorner.x == 0.0 && rcorner.y < count.y) {
# corner = corner2;
# size = vec2(1.0, count.y);
# } else if (rcorner.y == 0.0) {
# corner = corner2+vec2(1.0, 0.0);
# size = vec2(count.x, 1.0);
# } else if (rcorner.x == count.x) {
# corner = corner2+vec2(count.x, 1.0);
# size = vec2(1.0, count.y);
# } else if (rcorner.y == count.y) {
# corner = corner2+vec2(0.0, count.y);
# size = vec2(count.x, 1.0);
# } else {
# corner = corner2+vec2(1.0);
# size = vec2(count.x-1.0, count.y-1.0);
# }
#
# return vec4(corner/c, (corner+size)/c);
#}

View File

@ -1,225 +0,0 @@
{
"name": "bricks",
"node_position": {
"x": 0,
"y": 0
},
"parameters": {
"bevel": 0.1,
"columns": 3,
"corner": 0.3,
"mortar": 0.1,
"pattern": 0,
"repeat": 1,
"round": 0,
"row_offset": 0.5,
"rows": 6
},
"shader_model": {
"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",
"global": "vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {\n\tfloat color;\n\tvec2 size = bmax - bmin;\n\tfloat min_size = min(size.x, size.y);\n\tmortar *= min_size;\n\tbevel *= min_size;\n\tround *= min_size;\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\nvec3 brick_random_color(vec2 bmin, vec2 bmax, float seed) {\n\tvec2 center = 0.5*(bmin + bmax);\n\treturn rand3(fract(center + vec2(seed)));\n}\n\nvec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) {\n\tvec2 center = 0.5*(bmin + bmax);\n\tvec2 size = bmax - bmin;\n\tfloat max_size = max(size.x, size.y);\n\treturn vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed)));\n}\n\nvec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) {\n\tvec2 center = 0.5*(bmin + bmax);\n\tvec2 size = bmax - bmin;\n\tfloat max_size = max(size.x, size.y);\n\tfloat min_size = min(size.x, size.y);\n\tmortar *= min_size;\n\tcorner *= min_size;\n\treturn vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)+ceil(vec2(uv-center))));\n}\n\nvec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) {\n\tcount *= repeat;\n\tfloat x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));\n\tvec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));\n\tbmin.x += x_offset;\n\tbmin /= count;\n\treturn vec4(bmin, bmin+vec2(1.0)/count);\n}\n\nvec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) {\n\tcount *= repeat;\n\tfloat x_offset = offset*step(0.5, fract(uv.y*count.y*0.5));\n\tcount.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5)));\n\tvec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y));\n\tbmin.x += x_offset;\n\tbmin /= count;\n\treturn vec4(bmin, bmin+vec2(1.0)/count);\n}\n\nvec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) {\n\tfloat pc = count.x+count.y;\n\tfloat c = pc*repeat;\n\tvec2 corner = floor(uv*c);\n\tfloat cdiff = mod(corner.x-corner.y, pc);\n\tif (cdiff < count.x) {\n\t\treturn vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c);\n\t} else {\n\t\treturn vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c);\n\t}\n}\n\nvec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) {\n\tvec2 c = 2.0*count*repeat;\n\tfloat mc = max(c.x, c.y);\n\tvec2 corner1 = floor(uv*c);\n\tvec2 corner2 = count*floor(repeat*2.0*uv);\n\tfloat cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0);\n\tvec2 corner;\n\tvec2 size;\n\tif (cdiff == 0.0) {\n\t\tcorner = vec2(corner1.x, corner2.y);\n\t\tsize = vec2(1.0, count.y);\n\t} else {\n\t\tcorner = vec2(corner2.x, corner1.y);\n\t\tsize = vec2(count.x, 1.0);\n\t}\n\treturn vec4(corner/c, (corner+size)/c);\n}\n\nvec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) {\n\tvec2 c = (count+vec2(1.0))*repeat;\n\tfloat mc = max(c.x, c.y);\n\tvec2 corner1 = floor(uv*c);\n\tvec2 corner2 = (count+vec2(1.0))*floor(repeat*uv);\n\tvec2 rcorner = corner1 - corner2;\n\tvec2 corner;\n\tvec2 size;\n\tif (rcorner.x == 0.0 && rcorner.y < count.y) {\n\t\tcorner = corner2;\n\t\tsize = vec2(1.0, count.y);\n\t} else if (rcorner.y == 0.0) {\n\t\tcorner = corner2+vec2(1.0, 0.0);\n\t\tsize = vec2(count.x, 1.0);\n\t} else if (rcorner.x == count.x) {\n\t\tcorner = corner2+vec2(count.x, 1.0);\n\t\tsize = vec2(1.0, count.y);\n\t} else if (rcorner.y == count.y) {\n\t\tcorner = corner2+vec2(0.0, count.y);\n\t\tsize = vec2(count.x, 1.0);\n\t} else {\n\t\tcorner = corner2+vec2(1.0);\n\t\tsize = vec2(count.x-1.0, count.y-1.0);\n\t}\n\treturn vec4(corner/c, (corner+size)/c);\n}",
"inputs": [
{
"default": "1.0",
"label": "6:",
"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 different bricks patterns, with many useful outputs.",
"name": "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": "brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($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": [
{
"default": 0,
"label": "",
"longdesc": "The type of brick pattern",
"name": "pattern",
"shortdesc": "Pattern",
"type": "enum",
"values": [
{
"name": "Running bond",
"value": "rb"
},
{
"name": "Running bond (2)",
"value": "rb2"
},
{
"name": "HerringBone",
"value": "hb"
},
{
"name": "Basket weave",
"value": "bw"
},
{
"name": "Spanish bond",
"value": "sb"
}
]
},
{
"control": "None",
"default": 1,
"label": "Repeat:",
"longdesc": "The number of repetitions of the whole pattern",
"max": 8,
"min": 1,
"name": "repeat",
"shortdesc": "Repeat",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 6,
"label": "Rows:",
"longdesc": "The number of rows of a pattern",
"max": 64,
"min": 1,
"name": "rows",
"shortdesc": "Rows",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 3,
"label": "Columns:",
"longdesc": "The number of columns of a pattern",
"max": 64,
"min": 1,
"name": "columns",
"shortdesc": "Columns",
"step": 1,
"type": "float"
},
{
"control": "None",
"default": 0.5,
"label": "Offset:",
"longdesc": "The offset of the pattern (not useful for all patterns)",
"max": 1,
"min": 0,
"name": "row_offset",
"shortdesc": "Offset",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Mortar:",
"longdesc": "The width of the space between bricks",
"max": 0.5,
"min": 0,
"name": "mortar",
"shortdesc": "Mortar",
"step": 0.01,
"type": "float"
},
{
"control": "None",
"default": 0.1,
"label": "Bevel:",
"longdesc": "The width of the edge of each brick",
"max": 0.5,
"min": 0,
"name": "bevel",
"shortdesc": "Bevel",
"step": 0.01,
"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": "Simple bricks patterns"
},
"type": "shader"
}