diff --git a/game/addons/mat_maker_gd/nodes/simple/TextureRectCirtularGradient.gd b/game/addons/mat_maker_gd/nodes/simple/TextureRectCirtularGradient.gd index f9ec35f0..1d3c9910 100644 --- a/game/addons/mat_maker_gd/nodes/simple/TextureRectCirtularGradient.gd +++ b/game/addons/mat_maker_gd/nodes/simple/TextureRectCirtularGradient.gd @@ -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 @@ -63,7 +65,7 @@ func gen() -> void: # var col : Color = gradient_type_1(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / (v.y - 0.5)))); # var col : Color = gradient_type_2(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / (v.y - 0.5)))); # var col : Color = gradient_type_3(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / (v.y - 0.5)))); - var col : Color = gradient_type_4(fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / v.y - 0.5))); + var col : Color = gradient_type_4(Commons.fractf(p_o95415_repeat * 0.15915494309 * atan((v.x - 0.5) / v.y - 0.5))); image.set_pixel(x, y, col) @@ -111,64 +113,6 @@ func gradient_type_4(x : float) -> Color: return Color(p_o95415_gradient_2_r,p_o95415_gradient_2_g,p_o95415_gradient_2_b,p_o95415_gradient_2_a); -func modf(x : float, y : float) -> float: - return x - y * floor(x / y) - -func fract(v : Vector2) -> Vector2: - v.x = v.x - floor(v.x) - v.y = v.y - floor(v.y) - - return v - -func fractf(f : float) -> float: - return f - floor(f) - -func rand(x : Vector2) -> float: - return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 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 diff --git a/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd b/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd index 060dad49..dc92206c 100644 --- a/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd +++ b/game/addons/mat_maker_gd/nodes/simple/TextureRectCurve.gd @@ -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 @@ -48,14 +50,14 @@ func gen() -> void: var o147388_0_bezier : Vector2 = sdBezier(v, Vector2(p_o147388_ax+0.5, p_o147388_ay+0.5), Vector2(p_o147388_bx+0.5, p_o147388_by+0.5), Vector2(p_o147388_cx+0.5, p_o147388_cy+0.5)); var o147388_0_uv : Vector2 = Vector2(o147388_0_bezier.x, o147388_0_bezier.y/p_o147388_width+0.5); - var uvt : Vector2 = absv(o147388_0_uv - Vector2(0.5, 0.5)) + var uvt : Vector2 = Commons.absv(o147388_0_uv - Vector2(0.5, 0.5)) - uvt.x = step(0.5, uvt.x); - uvt.y = step(0.5, uvt.y); + uvt.x = Commons.step(0.5, uvt.x); + uvt.y = Commons.step(0.5, uvt.y); - o147388_0_uv = lerp(Vector2(fractf(p_o147388_repeat * o147388_0_uv.x), o147388_0_uv.y), Vector2(0, 0), max(uvt.x, uvt.y)); + o147388_0_uv = lerp(Vector2(Commons.fractf(p_o147388_repeat * o147388_0_uv.x), o147388_0_uv.y), Vector2(0, 0), max(uvt.x, uvt.y)); - var f : float = step(abs(((o147388_0_uv)).y-0.5), 0.4999) + var f : float = Commons.step(abs(((o147388_0_uv)).y-0.5), 0.4999) var c : Color = Color(f, f, f, 1.0); @@ -135,70 +137,6 @@ func sdBezier(pos : Vector2, A : Vector2, B : Vector2, C : Vector2) -> Vector2: # return Vector2(rvx, sqrt(res)*sign(sgn)); -func absv(v : Vector2): - v.x = abs(v.x) - v.y = abs(v.y) - - return v - -func modf(x : float, y : float) -> float: - return x - y * floor(x / y) - -func fract(v : Vector2) -> Vector2: - v.x = v.x - floor(v.x) - v.y = v.y - floor(v.y) - - return v - -func fractf(f : float) -> float: - return f - floor(f) - -func rand(x : Vector2) -> float: - return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 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 diff --git a/game/addons/mat_maker_gd/nodes/simple/TextureRectGradient.gd b/game/addons/mat_maker_gd/nodes/simple/TextureRectGradient.gd index 22c20b6a..8c725df7 100644 --- a/game/addons/mat_maker_gd/nodes/simple/TextureRectGradient.gd +++ b/game/addons/mat_maker_gd/nodes/simple/TextureRectGradient.gd @@ -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 @@ -69,8 +71,8 @@ func gen() -> void: # var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237); # var col : Color = gradient_type_3(fractf(rr * p_o71406_repeat)) - var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237); - var col : Color = gradient_type_4(fractf(rr * p_o71406_repeat)); + var rr : float = 0.5+(cos(p_o71406_rotate*0.01745329251)*(v.x-0.5)+sin(p_o71406_rotate*0.01745329251)*(v.y-0.5))/(cos(abs(Commons.modf(p_o71406_rotate, 90.0)-45.0)*0.01745329251)*1.41421356237); + var col : Color = gradient_type_4(Commons.fractf(rr * p_o71406_repeat)); image.set_pixel(x, y, col) @@ -118,64 +120,6 @@ func gradient_type_4(x : float) -> Color: return Color(p_o71406_gradient_2_r,p_o71406_gradient_2_g,p_o71406_gradient_2_b,p_o71406_gradient_2_a); -func modf(x : float, y : float) -> float: - return x - y * floor(x / y) - -func fract(v : Vector2) -> Vector2: - v.x = v.x - floor(v.x) - v.y = v.y - floor(v.y) - - return v - -func fractf(f : float) -> float: - return f - floor(f) - -func rand(x : Vector2) -> float: - return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 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 diff --git a/game/addons/mat_maker_gd/nodes/simple/TextureRectRadialGradient.gd b/game/addons/mat_maker_gd/nodes/simple/TextureRectRadialGradient.gd index 2346cd04..a13d7b4a 100644 --- a/game/addons/mat_maker_gd/nodes/simple/TextureRectRadialGradient.gd +++ b/game/addons/mat_maker_gd/nodes/simple/TextureRectRadialGradient.gd @@ -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 @@ -68,7 +70,7 @@ func gen() -> void: # var col : Color = radial_gradient_type_1(fractf(p_o28405_repeat*1.41421356237* (fract(v)- Vector2(0.5, 0.5)).length())) # var col : Color = radial_gradient_type_2(fractf(p_o28405_repeat*1.41421356237* (fract(v)- Vector2(0.5, 0.5)).length())) # var col : Color = radial_gradient_type_3(fractf(p_o28405_repeat*1.41421356237* (fract(v)- Vector2(0.5, 0.5)).length())) - var col : Color = radial_gradient_type_4(fractf(p_o28405_repeat*1.41421356237* (fract(v)- Vector2(0.5, 0.5)).length())) + var col : Color = radial_gradient_type_4(Commons.fractf(p_o28405_repeat*1.41421356237* (Commons.fract(v)- Vector2(0.5, 0.5)).length())) image.set_pixel(x, y, col) @@ -117,64 +119,6 @@ func radial_gradient_type_4(x : float) -> Color: return Color(p_o24141_gradient_2_r,p_o24141_gradient_2_g,p_o24141_gradient_2_b,p_o24141_gradient_2_a); -func modf(x : float, y : float) -> float: - return x - y * floor(x / y) - -func fract(v : Vector2) -> Vector2: - v.x = v.x - floor(v.x) - v.y = v.y - floor(v.y) - - return v - -func fractf(f : float) -> float: - return f - floor(f) - -func rand(x : Vector2) -> float: - return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 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 diff --git a/game/addons/mat_maker_gd/nodes/simple/TextureRectShape.gd b/game/addons/mat_maker_gd/nodes/simple/TextureRectShape.gd index bbedc378..0d401a2b 100644 --- a/game/addons/mat_maker_gd/nodes/simple/TextureRectShape.gd +++ b/game/addons/mat_maker_gd/nodes/simple/TextureRectShape.gd @@ -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 @@ -98,7 +100,7 @@ func shape_star(uv : Vector2, sides : float, size : float, edge : float) -> floa var angle : float = atan(uv.y / uv.x) var slice : float = 6.28318530718 / sides - return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * step(0.5 * slice, modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0); + return clamp((size - cos(floor(1.5 + angle / slice - 2.0 * Commons.step(0.5 * slice, Commons.modf(angle, slice))) * slice - angle) * uv.length()) / (edge * size), 0.0, 1.0); func shape_curved_star(uv : Vector2, sides : float, size : float, edge : float) -> float: uv.x = 2.0 * uv.x - 1.0 @@ -126,68 +128,10 @@ func shape_rays(uv : Vector2, sides : float, size : float, edge : float) -> floa uv.x += 0.0000001 var slice : float = 6.28318530718 / sides - var angle : float = modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice + var angle : float = Commons.modf(atan(uv.y / uv.x) + 3.14159265359, slice) / slice return clamp(min((size - angle) / edge, angle / edge), 0.0, 1.0); -func modf(x : float, y : float) -> float: - return x - y * floor(x / y) - -func fract(v : Vector2) -> Vector2: - v.x = v.x - floor(v.x) - v.y = v.y - floor(v.y) - - return v - -func fractf(f : float) -> float: - return f - floor(f) - -func rand(x : Vector2) -> float: - return fractf(cos(x.dot(Vector2(13.9898, 8.141))) * 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