mirror of
https://github.com/Relintai/broken_seals.git
synced 2025-01-15 02:01:09 +01:00
Nises now also use Commons.gd.
This commit is contained in:
parent
1e621a8278
commit
bb338ea1aa
@ -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
|
||||
|
||||
|
@ -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
|
||||
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
||||
|
@ -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
|
||||
|
||||
|
@ -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
|
||||
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user