tool extends Reference #pattern.mmg #---------------------- #hlsl_defs.tmpl ##define hlsl_atan(x,y) atan2(x, y) ##define mod(x,y) ((x)-(y)*floor((x)/(y))) #inline float4 textureLod(sampler2D tex, float2 uv, float lod) { # return tex2D(tex, uv); #} #inline float2 tofloat2(float x) { # return float2(x, x); #} #inline float2 tofloat2(float x, float y) { # return float2(x, y); #} #inline float3 tofloat3(float x) { # return float3(x, x, x); #} #inline float3 tofloat3(float x, float y, float z) { # return float3(x, y, z); #} #inline float3 tofloat3(float2 xy, float z) { # return float3(xy.x, xy.y, z); #} #inline float3 tofloat3(float x, float2 yz) { # return float3(x, yz.x, yz.y); #} #inline float4 tofloat4(float x, float y, float z, float w) { # return float4(x, y, z, w); #} #inline float4 tofloat4(float x) { # return float4(x, x, x, x); #} #inline float4 tofloat4(float x, float3 yzw) { # return float4(x, yzw.x, yzw.y, yzw.z); #} #inline float4 tofloat4(float2 xy, float2 zw) { # return float4(xy.x, xy.y, zw.x, zw.y); #} #inline float4 tofloat4(float3 xyz, float w) { # return float4(xyz.x, xyz.y, xyz.z, w); #} #inline float2x2 tofloat2x2(float2 v1, float2 v2) { # return float2x2(v1.x, v1.y, v2.x, v2.y); #} #---------------------- #glsl_defs.tmpl #float rand(vec2 x) { # return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); #} #vec2 rand2(vec2 x) { # return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), # dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); #} #vec3 rand3(vec2 x) { # return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), # dot(x, vec2(3.4562, 17.398)), # dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); #} #float param_rnd(float minimum, float maximum, float seed) { # return minimum+(maximum-minimum)*rand(vec2(seed)); #} #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); #} #---------------------- static 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.z = clamp(v.z, mi.z, ma.z) return v static 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 static func floorv2(a : Vector2) -> Vector2: var v : Vector2 = Vector2() v.x = floor(a.x) v.y = floor(a.y) return v static func floorv3(a : Vector3) -> Vector3: var v : Vector3 = Vector3() v.x = floor(a.x) v.y = floor(a.y) v.z = floor(a.z) return v static 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 static 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 static 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 static func absv2(v : Vector2) -> Vector2: v.x = abs(v.x) v.y = abs(v.y) return v static func absv3(v : Vector3) -> Vector3: v.x = abs(v.x) v.y = abs(v.y) v.z = abs(v.z) return v static func cosv2(v : Vector2) -> Vector2: v.x = cos(v.x) v.y = cos(v.y) return v static func cosv3(v : Vector3) -> Vector3: v.x = cos(v.x) v.y = cos(v.y) v.z = cos(v.z) return v static func powv2(x : Vector2, y : Vector2) -> Vector2: x.x = pow(x.x, y.x) x.y = pow(x.y, y.y) return x static 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 static 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 static func modf(x : float, y : float) -> float: return x - y * floor(x / y) static func fractv2(v : Vector2) -> Vector2: v.x = v.x - floor(v.x) v.y = v.y - floor(v.y) return v static 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 static func fract(f : float) -> float: return f - floor(f) static 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 static func minv2(v1 : Vector2, v2 : Vector2) -> Vector2: v1.x = min(v1.x, v2.x) v1.y = min(v1.y, v2.y) return v1 static func minv3(v1 : Vector3, v2 : Vector3) -> Vector3: v1.x = min(v1.x, v2.x) v1.y = min(v1.y, v2.y) v1.z = min(v1.z, v2.z) return v1 static func rand(x : Vector2) -> float: return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453); static 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); static 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); static func step(edge : float, x : float) -> float: if x < edge: return 0.0 else: return 1.0 static func stepv2(edge : Vector2, x : Vector2) -> Vector2: edge.x = step(edge.x, x.x) edge.y = step(edge.y, x.y) return edge static func signv2(x : Vector2) -> Vector2: x.x = sign(x.x) x.y = sign(x.y) return x static func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2: var rv : Vector2 = Vector2(); uv -= translate; uv -= Vector2(0.5, 0.5); rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y; rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y; rv /= scale; rv += Vector2(0.5, 0.5); if (repeat): return fractv2(rv); else: return clampv2(rv, Vector2(0, 0), Vector2(1, 1)); static func fractf(x : float) -> float: return x - floor(x) #float mix_mul(float x, float y) { # return x*y; #} static func mix_mul(x : float, y : float) -> float: return x*y; #float mix_add(float x, float y) { # return min(x+y, 1.0); #} static func mix_add(x : float, y : float) -> float: return min(x+y, 1.0); #float mix_max(float x, float y) { # return max(x, y); #} static func mix_max(x : float, y : float) -> float: return max(x, y); #float mix_min(float x, float y) { # return min(x, y); #} static func mix_min(x : float, y : float) -> float: return min(x, y); #float mix_xor(float x, float y) { # return min(x+y, 2.0-x-y); #} static func mix_xor(x : float, y : float) -> float: return min(x+y, 2.0-x-y); #float mix_pow(float x, float y) { # return pow(x, y); #} static func mix_pow(x : float, y : float) -> float: return pow(x, y); #float wave_constant(float x) { # return 1.0; #} static func wave_constant(x : float) -> float: return 1.0; #float wave_sine(float x) { # return 0.5-0.5*cos(3.14159265359*2.0*x); #} static func wave_sine(x : float) -> float: return 0.5-0.5*cos(3.14159265359*2.0*x); #float wave_triangle(float x) { # x = fract(x); # return min(2.0*x, 2.0-2.0*x); #} static func wave_triangle(x : float) -> float: x = fractf(x); return min(2.0*x, 2.0-2.0*x); #float wave_sawtooth(float x) { # return fract(x); #} static func wave_sawtooth(x : float) -> float: return fractf(x); #float wave_square(float x) { # return (fract(x) < 0.5) ? 0.0 : 1.0; #} static func wave_square(x : float) -> float: if (fractf(x) < 0.5): return 0.0 else: return 1.0 #float wave_bounce(float x) { # x = 2.0*(fract(x)-0.5); # return sqrt(1.0-x*x); #} static func wave_bounce(x : float) -> float: x = 2.0*(fractf(x)-0.5); return sqrt(1.0-x*x); static func sinewave(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color: var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718)); return Color(f, f, f, 1) #from runes.mmg (old) static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float: var dir : Vector2 = posA - posB; var dirLen : float = dir.length() var dirN : Vector2 = dir.normalized() var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen); var proj : Vector2 = dotTemp * dirN + posB; var d1 : float = (uv - proj).length() var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0); return finalGray;