tool extends Reference const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #---------------------- #color_noise.mmg #Outputs: #Output - (rgb) - Shows the noise pattern #color_dots($(uv), 1.0/$(size), $(seed)) #Inputs: #size, float, default: 8, min: 2, max: 12, step: 1 #---------------------- #noise.mmg #Outputs: #float $(name)_f(vec2 uv) { # return dots(uv, 1.0/$(size), $(density), $(seed)); #} #Output - (float) - Shows the noise pattern #$(name)_f($(uv)) #Inputs: #grid_size, float, default: 4, min: 2, max: 12, step: 1 #density, float, default: 0.5, min: 0, max: 1, step: 0.01 #---------------------- #noise_anisotropic.mmg #Generates x-axis interpolated value noise #Output: #Output (float) - Shows a greyscale value noise #anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation)) #Input: #scale, Vector2, min: 1, 1, max: 32, 1024, step: 1, 1, default 4, 256 #smoothness, float, min: 0, max: 1, step: 0,01, default: 1 #Interpolation, float, min: 0, max: 1, step: 0,01, default: 1 #float dots(vec2 uv, float size, float density, float seed) { # vec2 seed2 = rand2(vec2(seed, 1.0-seed)); # uv /= size; # vec2 point_pos = floor(uv)+vec2(0.5); # float color = step(rand(seed2+point_pos), density); # return color; #} static func dots(uv : Vector2, size : float, density : float, pseed : float) -> float: var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed)) uv /= size var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5) var color : float = Commons.step(Commons.rand2(seed2 + point_pos).x, density); return color static func anisotropicc(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> Color: var v : float = anisotropic(uv, size, pseed, smoothness, interpolation) return Color(v, v, v, 1) #float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) { # vec2 seed2 = rand2(vec2(seed, 1.0-seed)); # vec2 xy = floor(uv*size); # vec2 offset = vec2(rand(seed2 + xy.y), 0.0); # vec2 xy_offset = floor(uv * size + offset ); # # float f0 = rand(seed2+mod(xy_offset, size)); # float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size)); # float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 ); # float smooth_mix = smoothstep(0.0, 1.0, mixer); # float linear = mix(f0, f1, mixer); # float smoothed = mix(f0, f1, smooth_mix); # # return mix(linear, smoothed, interpolation); #} static func anisotropic(uv : Vector2, size : Vector2, pseed : float, smoothness : float, interpolation : float) -> float: var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed)) var xy : Vector2 = Commons.floorv2(uv * size) var s2xy : Vector2 = seed2 s2xy.x += xy.y s2xy.y += xy.y var offset : Vector2 = Vector2(Commons.rand(s2xy), 0.0) var xy_offset : Vector2 = Commons.floorv2(uv * size + offset) var f0 : float = Commons.rand(seed2 + Commons.modv2(xy_offset, size)); var f1 : float = Commons.rand(seed2 + Commons.modv2(xy_offset + Vector2(1.0, 0.0), size)) var mixer : float = clamp((Commons.fract(uv.x * size.x + offset.x) - 0.5) / smoothness + 0.5, 0.0, 1.0) var smooth_mix : float = smoothstep(0.0, 1.0, mixer) var linear : float = lerp(f0, f1, mixer) var smoothed : float = lerp(f0, f1, smooth_mix) return lerp(linear, smoothed, interpolation) #vec3 color_dots(vec2 uv, float size, float seed) { # vec2 seed2 = rand2(vec2(seed, 1.0-seed)); # uv /= size; # vec2 point_pos = floor(uv)+vec2(0.5); # return rand3(seed2+point_pos); #} static func color_dots(uv : Vector2, size : float, pseed : float) -> Vector3: var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed)) uv /= size var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5) return Commons.rand3(seed2 + point_pos) static func noise_color(uv : Vector2, size : float, pseed : float) -> Color: var v : Vector3 = color_dots(uv, 1.0 / size, pseed) return Color(v.x, v.y, v.z, 1)