Nises now also use Commons.gd.

This commit is contained in:
Relintai 2021-10-01 23:07:05 +02:00
parent 1e621a8278
commit bb338ea1aa
8 changed files with 91 additions and 1459 deletions

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -60,169 +62,6 @@ func sinewave(uv : Vector2) -> Color:
return Color(f, f, f, 1)
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -206,23 +208,23 @@ func o33355_cellular6(coord : Vector2, size : Vector2, octaves : int, persistenc
return value / normalize_factor;
func fbm_value(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var p00 : float = rand(modv2(o, size));
var p01 : float = rand(modv2(o + Vector2(0.0, 1.0), size));
var p10 : float = rand(modv2(o + Vector2(1.0, 0.0), size));
var p11 : float = rand(modv2(o + Vector2(1.0, 1.0), size));
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var p00 : float = Commons.rand(Commons.modv2(o, size));
var p01 : float = Commons.rand(Commons.modv2(o + Vector2(0.0, 1.0), size));
var p10 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 0.0), size));
var p11 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 1.0), size));
var t : Vector2 = f * f * (Vector2(3, 3) - 2.0 * f);
return lerp(lerp(p00, p10, t.x), lerp(p01, p11, t.x), t.y);
func fbm_perlin(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var a00 : float = rand(modv2(o, size)) * 6.28318530718;
var a01 : float = rand(modv2(o + Vector2(0.0, 1.0), size)) * 6.28318530718;
var a10 : float = rand(modv2(o + Vector2(1.0, 0.0), size)) * 6.28318530718;
var a11 : float = rand(modv2(o + Vector2(1.0, 1.0), size)) * 6.28318530718;
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var a00 : float = Commons.rand(Commons.modv2(o, size)) * 6.28318530718;
var a01 : float = Commons.rand(Commons.modv2(o + Vector2(0.0, 1.0), size)) * 6.28318530718;
var a10 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 0.0), size)) * 6.28318530718;
var a11 : float = Commons.rand(Commons.modv2(o + Vector2(1.0, 1.0), size)) * 6.28318530718;
var v00 : Vector2 = Vector2(cos(a00), sin(a00));
var v01 : Vector2 = Vector2(cos(a01), sin(a01));
var v10 : Vector2 = Vector2(cos(a10), sin(a10));
@ -238,8 +240,8 @@ func fbm_perlin(coord : Vector2, size : Vector2, pseed : float) -> float:
func fbm_cellular(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var min_dist : float = 2.0;
for xx in range(-1, 2): #(float x = -1.0; x <= 1.0; x++) {
@ -248,15 +250,15 @@ func fbm_cellular(coord : Vector2, size : Vector2, pseed : float) -> float:
for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) {
var y : float = yy
var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y);
min_dist = min(min_dist, dist);
return min_dist;
func fbm_cellular2(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var min_dist1 : float = 2.0;
var min_dist2 : float = 2.0;
@ -267,7 +269,7 @@ func fbm_cellular2(coord : Vector2, size : Vector2, pseed : float) -> float:
for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) {
var y : float = yy
var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var dist : float = sqrt((f - node).x * (f - node).x + (f - node).y * (f - node).y);
@ -280,8 +282,8 @@ func fbm_cellular2(coord : Vector2, size : Vector2, pseed : float) -> float:
return min_dist2-min_dist1;
func fbm_cellular3(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var min_dist : float = 2.0;
@ -291,7 +293,7 @@ func fbm_cellular3(coord : Vector2, size : Vector2, pseed : float) -> float:
for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) {
var y : float = yy
var node : Vector2 = rand2(modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y);
var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y);
var dist : float = abs((f - node).x) + abs((f - node).y);
@ -300,8 +302,8 @@ func fbm_cellular3(coord : Vector2, size : Vector2, pseed : float) -> float:
return min_dist;
func fbm_cellular4(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var min_dist1 : float = 2.0;
var min_dist2 : float = 2.0;
@ -312,7 +314,7 @@ func fbm_cellular4(coord : Vector2, size : Vector2, pseed : float) -> float:
for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) {
var y : float = yy
var node : Vector2 = rand2(modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y);
var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size))*0.5 + Vector2(x, y);
var dist : float = abs((f - node).x) + abs((f - node).y);
@ -325,8 +327,8 @@ func fbm_cellular4(coord : Vector2, size : Vector2, pseed : float) -> float:
return min_dist2 - min_dist1;
func fbm_cellular5(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var min_dist : float = 2.0;
@ -336,7 +338,7 @@ func fbm_cellular5(coord : Vector2, size : Vector2, pseed : float) -> float:
for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) {
var y : float = yy
var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var dist : float = max(abs((f - node).x), abs((f - node).y));
min_dist = min(min_dist, dist);
@ -345,8 +347,8 @@ func fbm_cellular5(coord : Vector2, size : Vector2, pseed : float) -> float:
func fbm_cellular6(coord : Vector2, size : Vector2, pseed : float) -> float:
var o : Vector2 = floorv2(coord) + rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = fractv2(coord);
var o : Vector2 = Commons.floorv2(coord) + Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed))) + size;
var f : Vector2 = Commons.fractv2(coord);
var min_dist1 : float = 2.0;
var min_dist2 : float = 2.0;
@ -357,7 +359,7 @@ func fbm_cellular6(coord : Vector2, size : Vector2, pseed : float) -> float:
for yy in range(-1, 2):#(float y = -1.0; y <= 1.0; y++) {
var y : float = yy
var node : Vector2 = rand2(modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var node : Vector2 = Commons.rand2(Commons.modv2(o + Vector2(x, y), size)) + Vector2(x, y);
var dist : float = max(abs((f - node).x), abs((f - node).y));
if (min_dist1 > dist):
@ -379,187 +381,11 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
rv += Vector2(0.5, 0.5);
if (repeat):
return fractv2(rv);
return Commons.fractv2(rv);
else:
return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
v.x = clamp(v.x, pmin.x, pmax.x)
v.y = clamp(v.y, pmin.y, pmax.y)
return v
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -58,10 +60,10 @@ func nc(uv : Vector2) -> Color:
var seed_o26210 = 7313;
func color_dots(uv : Vector2, size : float, pseed : int) -> Vector3:
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed)));
var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed)));
uv /= size;
var point_pos : Vector2 = floorv2(uv) + Vector2(0.5, 0.5);
return rand3(seed2 + point_pos);
var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5);
return Commons.rand3(seed2 + point_pos);
func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2:
@ -74,186 +76,10 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
rv += Vector2(0.5, 0.5);
if (repeat):
return fractv2(rv);
return Commons.fractv2(rv);
else:
return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
v.x = clamp(v.x, pmin.x, pmax.x)
v.y = clamp(v.y, pmin.y, pmax.y)
return v
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -66,7 +68,7 @@ func voron_3(uv : Vector2) -> Color:
var vv : Vector2 = Vector2(c.r, c.g)
var v : Vector3 = rand3(fractv2(vv));
var v : Vector3 = Commons.rand3(Commons.fractv2(vv));
return Color(v.x, v.y, v.z, 1)
@ -81,20 +83,20 @@ var p_o8689_randomness = 0.750000000;
func voronoi(uv : Vector2, size : Vector2, stretch : Vector2, intensity : float, randomness : float, pseed : int) -> Color:
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed)));
var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed)));
uv *= size;
var best_distance0 : float = 1.0;
var best_distance1 : float = 1.0;
var point0 : Vector2;
var point1 : Vector2;
var p0 : Vector2 = floorv2(uv);
var p0 : Vector2 = Commons.floorv2(uv);
for dx in range(-1, 2):# (int dx = -1; dx < 2; ++dx) {
for dy in range(-1, 2):# (int dy = -1; dy < 2; ++dy) {
var d : Vector2 = Vector2(float(dx), float(dy));
var p : Vector2 = p0+d;
p += randomness * rand2(seed2 + modv2(p, size));
p += randomness * Commons.rand2(seed2 + Commons.modv2(p, size));
var distance : float = (stretch * (uv - p) / size).length();
if (best_distance0 > distance):
@ -120,187 +122,11 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
rv += Vector2(0.5, 0.5);
if (repeat):
return fractv2(rv);
return Commons.fractv2(rv);
else:
return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
v.x = clamp(v.x, pmin.x, pmax.x)
v.y = clamp(v.y, pmin.y, pmax.y)
return v
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -63,20 +65,20 @@ func sinewave(uv : Vector2) -> Color:
return Color(f, f, f, 1)
func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float:
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed)));
var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed)));
var rv : float = 0.0;
var coef : float = 1.0;
var acc : float = 0.0;
for i in range(iterations):
var step : Vector2 = Vector2(1, 1) / size;
var xy : Vector2 = floorv2(uv * size);
var f0 : float = rand(seed2 + modv2(xy, size));
var f1 : float = rand(seed2 + modv2(xy + Vector2(1.0, 0.0), size));
var f2 : float = rand(seed2 + modv2(xy + Vector2(0.0, 1.0), size));
var f3 : float = rand(seed2 + modv2(xy + Vector2(1.0, 1.0), size));
var xy : Vector2 = Commons.floorv2(uv * size);
var f0 : float = Commons.rand(seed2 + Commons.modv2(xy, size));
var f1 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size));
var f2 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size));
var f3 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size));
var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size));
var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size));
rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y);
acc += coef;
@ -86,177 +88,6 @@ func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float,
return rv / acc;
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -63,21 +65,21 @@ func sinewave(uv : Vector2) -> Color:
return Color(f.x, f.y, f.z, 1)
func perlin_color(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> Vector3:
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0 - float(pseed)));
var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0 - float(pseed)));
var rv : Vector3 = Vector3();
var coef : float = 1.0;
var acc : float = 0.0;
for i in range(iterations):
var step : Vector2 = Vector2(1, 1) / size;
var xy : Vector2 = floorv2(uv * size);
var xy : Vector2 = Commons.floorv2(uv * size);
var f0 : Vector3 = rand3(seed2 + modv2(xy, size));
var f1 : Vector3 = rand3(seed2 + modv2(xy + Vector2(1.0, 0.0), size));
var f2 : Vector3 = rand3(seed2 + modv2(xy + Vector2(0.0, 1.0), size));
var f3 : Vector3 = rand3(seed2 + modv2(xy + Vector2(1.0, 1.0), size));
var f0 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy, size));
var f1 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size));
var f2 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size));
var f3 : Vector3 = Commons.rand3(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size));
var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size));
var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size));
rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y);
@ -87,176 +89,6 @@ func perlin_color(uv : Vector2, size : Vector2, iterations : int, persistence :
return rv / acc;
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -69,20 +71,20 @@ func sinewave(uv : Vector2) -> Color:
func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float:
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed)));
var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed)));
var rv : float = 0.0;
var coef : float = 1.0;
var acc : float = 0.0;
for i in range(iterations):
var step : Vector2 = Vector2(1, 1) / size;
var xy : Vector2 = floorv2(uv * size);
var f0 : float = rand(seed2 + modv2(xy, size));
var f1 : float = rand(seed2 + modv2(xy + Vector2(1.0, 0.0), size));
var f2 : float = rand(seed2 + modv2(xy + Vector2(0.0, 1.0), size));
var f3 : float = rand(seed2 + modv2(xy + Vector2(1.0, 1.0), size));
var xy : Vector2 = Commons.floorv2(uv * size);
var f0 : float = Commons.rand(seed2 + Commons.modv2(xy, size));
var f1 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size));
var f2 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size));
var f3 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size));
var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size));
var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size));
rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y);
acc += coef;
@ -103,186 +105,9 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
rv += Vector2(0.5, 0.5);
if (repeat):
return fractv2(rv);
return Commons.fractv2(rv);
else:
return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
v.x = clamp(v.x, pmin.x, pmax.x)
v.y = clamp(v.y, pmin.y, pmax.y)
return v
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
func reffg():
return false

View File

@ -1,6 +1,8 @@
tool
extends TextureRect
var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
var image : Image
var tex : ImageTexture
@ -80,20 +82,20 @@ func sinewave(uv : Vector2) -> Color:
func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float:
var seed2 : Vector2 = rand2(Vector2(float(pseed), 1.0-float(pseed)));
var seed2 : Vector2 = Commons.rand2(Vector2(float(pseed), 1.0-float(pseed)));
var rv : float = 0.0;
var coef : float = 1.0;
var acc : float = 0.0;
for i in range(iterations):
var step : Vector2 = Vector2(1, 1) / size;
var xy : Vector2 = floorv2(uv * size);
var f0 : float = rand(seed2 + modv2(xy, size));
var f1 : float = rand(seed2 + modv2(xy + Vector2(1.0, 0.0), size));
var f2 : float = rand(seed2 + modv2(xy + Vector2(0.0, 1.0), size));
var f3 : float = rand(seed2 + modv2(xy + Vector2(1.0, 1.0), size));
var xy : Vector2 = Commons.floorv2(uv * size);
var f0 : float = Commons.rand(seed2 + Commons.modv2(xy, size));
var f1 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 0.0), size));
var f2 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(0.0, 1.0), size));
var f3 : float = Commons.rand(seed2 + Commons.modv2(xy + Vector2(1.0, 1.0), size));
var mixval : Vector2 = smoothstepv2(0.0, 1.0, fractv2(uv * size));
var mixval : Vector2 = Commons.smoothstepv2(0.0, 1.0, Commons.fractv2(uv * size));
rv += coef * lerp(lerp(f0, f1, mixval.x), lerp(f2, f3, mixval.x), mixval.y);
acc += coef;
@ -113,186 +115,11 @@ func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector
rv += Vector2(0.5, 0.5);
if (repeat):
return fractv2(rv);
return Commons.fractv2(rv);
else:
return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
return Commons.clampv2(rv, Vector2(0, 0), Vector2(1, 1));
func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
v.x = clamp(v.x, mi.x, ma.x)
v.y = clamp(v.y, mi.y, ma.y)
v.y = clamp(v.z, mi.z, ma.z)
return v
func floorc(a : Color) -> Color:
var v : Color = Color()
v.r = floor(a.r)
v.g = floor(a.g)
v.b = floor(a.b)
v.a = floor(a.a)
return v
func floorv2(a : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = floor(a.x)
v.y = floor(a.y)
return v
func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = smoothstep(a, b, c.x)
v.y = smoothstep(a, b, c.y)
return v
func maxv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
return v
func maxv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = max(a.x, b.x)
v.y = max(a.y, b.y)
v.z = max(a.z, b.z)
return v
func absv2(v : Vector2) -> Vector2:
v.x = abs(v.x)
v.y = abs(v.y)
return v
func absv3(v : Vector3) -> Vector3:
v.x = abs(v.x)
v.y = abs(v.y)
v.y = abs(v.y)
return v
func cosv2(v : Vector2) -> Vector2:
v.x = cos(v.x)
v.y = cos(v.y)
return v
func cosv3(v : Vector3) -> Vector3:
v.x = cos(v.x)
v.y = cos(v.y)
v.y = cos(v.y)
return v
func modv3(a : Vector3, b : Vector3) -> Vector3:
var v : Vector3 = Vector3()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
v.z = modf(a.z, b.z)
return v
func modv2(a : Vector2, b : Vector2) -> Vector2:
var v : Vector2 = Vector2()
v.x = modf(a.x, b.x)
v.y = modf(a.y, b.y)
return v
func modf(x : float, y : float) -> float:
return x - y * floor(x / y)
func fractv2(v : Vector2) -> Vector2:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
return v
func fractv3(v : Vector3) -> Vector3:
v.x = v.x - floor(v.x)
v.y = v.y - floor(v.y)
v.z = v.z - floor(v.z)
return v
func fract(f : float) -> float:
return f - floor(f)
func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
v.x = clamp(v.x, pmin.x, pmax.x)
v.y = clamp(v.y, pmin.y, pmax.y)
return v
func rand(x : Vector2) -> float:
return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
func rand2(x : Vector2) -> Vector2:
return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
func rand3(x : Vector2) -> Vector3:
return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
x.dot(Vector2(3.4562, 17.398)),
x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
func step(edge : float, x : float) -> float:
if x < edge:
return 0.0
else:
return 1.0
#common -----
#float rand(vec2 x) {
# return fract(cos(dot(x, vec2(13.9898, 8.141))) * 43758.5453);
#}
#
#vec2 rand2(vec2 x) {
# return fract(cos(vec2(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)))) * 43758.5453);
#}
#
#vec3 rand3(vec2 x) {
# return fract(cos(vec3(dot(x, vec2(13.9898, 8.141)),
# dot(x, vec2(3.4562, 17.398)),
# dot(x, vec2(13.254, 5.867)))) * 43758.5453);
#}
#
#vec3 rgb2hsv(vec3 c) {
# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
#
# float d = q.x - min(q.w, q.y);
# float e = 1.0e-10;
# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
#}
#
#vec3 hsv2rgb(vec3 c) {
# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
#}
#end common
func reffg():
return false