tool extends Reference const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") #---------------------- #beehive.mmg #Outputs: (beehive_1c, beehive_2c, beehive_3c TODO make common code parameters) #Common #vec2 $(name_uv)_uv = $uv*vec2($sx, $sy*1.73205080757); #vec4 $(name_uv)_center = beehive_center($(name_uv)_uv); #Output (float) - Shows the greyscale pattern #1.0-2.0*beehive_dist($(name_uv)_center.xy) #Random color (rgb) - Shows a random color for each hexagonal tile #rand3(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed))) #UV map (rgb) - Shows an UV map to be connected to the UV map port of the Custom UV node #vec3(vec2(0.5)+$(name_uv)_center.xy, rand(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed)))) #Inputs: #size, vector2, default: 2, min: 1, max: 64, step: 1 #---------------------- #pattern.mmg #Outputs: $(name)_fct($(uv)) #Combiner, enum, default: 0, values (CombinerType): Multiply, Add, Max, Min, Xor, Pow #Pattern_x_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce #Pattern_y_type, enum, default: 5, values (CombinerAxisType): Sine, Triangle, Square, Sawtooth, Constant, Bounce #Pattern_Repeat, vector2, min: 0, max: 32, default:4, step: 1 #---------------------- #bricks.mmg #Outputs: #Common #vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset); #vec4 $(name_uv) = brick($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.001, $bevel*$bevel_map($uv))); #Bricks pattern (float) - A greyscale image that shows the bricks pattern #$(name_uv).x #Random color (rgb) - A random color for each brick #brick_random_color($(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed)) #Position.x (float) - The position of each brick along the X axis", #$(name_uv).y #Position.y (float) - The position of each brick along the Y axis #$(name_uv).z #Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node #brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed)) #Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node #brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed)) #Direction (float) - The direction of each brick (white: horizontal, black: vertical) #0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0) #Inputs: #type / Pattern, enum, default: 0, values: Running Bond,Running Bond (2),HerringBone,Basket Weave,Spanish Bond #repeat, int, min: 1, max: 8, default: 1, step:1 #rows, int, min: 1, max: 64, default: 6, step:1 #columns, int, min: 1, max: 64, default: 6, step:1 #offset, float, min: 0, max: 1, default: 0.5, step:0.01 #mortar, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input) #bevel, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input) #round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input) #corner, float, min: 0, max: 0.5, default: 0.1, step:0.01 #---------------------- #bricks_uneven.mmg #Outputs: #Common #vec4 $(name_uv)_rect = bricks_uneven($uv, int($iterations), $min_size, $randomness, float($seed)); #vec4 $(name_uv) = brick2($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $round*$round_map($uv), max(0.00001, $bevel*$bevel_map($uv))); #Bricks pattern (float) - A greyscale image that shows the bricks pattern #$(name_uv).x #Random color (rgb) - A random color for each brick #rand3(fract($(name_uv)_rect.xy)+rand2(vec2(float($seed)))) #Position.x (float) - The position of each brick along the X axis", #$(name_uv).y #Position.y (float) - The position of each brick along the Y axis #$(name_uv).z #Brick UV (rgb) - An UV map output for each brick, to be connected to the Map input of a CustomUV node #brick_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, float($seed)) #Corner UV (rgb) - An UV map output for each brick corner, to be connected to the Map input of a CustomUV node #brick_corner_uv($uv, $(name_uv)_rect.xy, $(name_uv)_rect.zw, $mortar*$mortar_map($uv), $corner, float($seed)) #Direction (float) - The direction of each brick (white: horizontal, black: vertical) #0.5*(sign($(name_uv)_rect.z-$(name_uv)_rect.x-$(name_uv)_rect.w+$(name_uv)_rect.y)+1.0) #Inputs: #iterations, int, min: 1, max: 16, default:8, step:1 #min_size, float, min: 0, max: 0.5, default: 0.3, step:0.01 #randomness, float, min: 0, max: 1, default: 0.5, step:0.01 #mortar, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input) #bevel, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input) #round, float, min: 0, max: 0.5, default: 0.1, step:0.01 (universal input) #corner, float, min: 0, max: 0.5, default: 0.1, step:0.01 #---------------------- #runes.mmg (includes sdline.mmg) #Generates a grid filled with random runes #Outputs: #Output (float) - A greyscale image showing random runes. #Rune(vec2($columns, $rows)*$uv, float($seed)) #Inputs: #size, vector2, default: 4, min: 2, max: 32, step: 1 #---------------------- #scratches.mmg #Draws white scratches on a black background #Outputs: #Output (float) - Shows white scratches on a black background #scratches($uv, int($layers), vec2($length, $width), $waviness, $angle, $randomness, vec2(float($seed), 0.0)) #Inputs: #scratch_size (l, w), vector2, min: 0.1, max: 1, default: (0.25, 0.5), step:0.01 #layers, float, min: 1, max: 10, default: 4, step:1 #waviness, float, min: 0, max: 1, default: 0.5, step:0.01 #angle, float, min: -180, max: 180, default: 0, step:1 #randomness, float, min: 0, max: 1, default: 0.5, step:0.01 #---------------------- #iching.mmg #This node generates a grid of random I Ching hexagrams. #Outputs: #Output (float) - A greyscale image showing random I Ching hexagrams. #IChing(vec2($columns, $rows)*$uv, float($seed)) #Inputs: #size, vector2, default: 2, min: 2, max: 32, step: 1 #---------------------- #weave.mmg #Outputs: #Output (float) - Shows the generated greyscale weave pattern. #weave($uv, vec2($columns, $rows), $width*$width_map($uv)) #Inputs: #size, vector2, default: 4, min: 2, max: 32, step: 1 #width, float, min: 0, max: 1, default: 0.8, step:0.05 (universal input) #---------------------- #weave2.mmg #code #vec3 $(name_uv) = weave2($uv, vec2($columns, $rows), $stitch, $width_x*$width_map($uv), $width_y*$width_map($uv)); #Outputs: #Output (float) - Shows the generated greyscale weave pattern. #$(name_uv).x #Horizontal mask (float) - Horizontal mask #$(name_uv).y #Vertical mask (float) - Mask for vertical stripes #$(name_uv).z #Inputs: #size, vector2, default: 4, min: 2, max: 32, step: 1 #width, vector2, default: 0.8, min: 0, max: 1, step: 0.05 #stitch, float, min: 0, max: 10, default: 1, step:1 #width_map, float, default: 1, (does not need input val (label)) (universal input) enum CombinerAxisType { SINE, TRIANGLE, SQUARE, SAWTOOTH, CONSTANT, BOUNCE } enum CombinerType { MULTIPLY, ADD, MAX, MIN, XOR, POW } #float $(name)_fct(vec2 uv) { # return mix_$(mix)(wave_$(x_wave)($(x_scale)*uv.x), wave_$(y_wave)($(y_scale)*uv.y)); #} static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float: var x : float = 0 var y : float = 0 if catx == CombinerAxisType.SINE: x = Commons.wave_sine(x_scale * uv.x) elif catx == CombinerAxisType.TRIANGLE: x = Commons.wave_triangle(x_scale * uv.x) elif catx == CombinerAxisType.SQUARE: x = Commons.wave_square(x_scale * uv.x) elif catx == CombinerAxisType.SAWTOOTH: x = Commons.wave_sawtooth(x_scale * uv.x) elif catx == CombinerAxisType.CONSTANT: x = Commons.wave_constant(x_scale * uv.x) elif catx == CombinerAxisType.BOUNCE: x = Commons.wave_bounce(x_scale * uv.x) if caty == CombinerAxisType.SINE: y = Commons.wave_sine(y_scale * uv.y) elif caty == CombinerAxisType.TRIANGLE: y = Commons.wave_triangle(y_scale * uv.y) elif caty == CombinerAxisType.SQUARE: y = Commons.wave_square(y_scale * uv.y) elif caty == CombinerAxisType.SAWTOOTH: y = Commons.wave_sawtooth(y_scale * uv.y) elif caty == CombinerAxisType.CONSTANT: y = Commons.wave_constant(y_scale * uv.y) elif caty == CombinerAxisType.BOUNCE: y = Commons.wave_bounce(y_scale * uv.y) if ct == CombinerType.MULTIPLY: return Commons.mix_mul(x, y) elif ct == CombinerType.ADD: return Commons.mix_add(x, y); elif ct == CombinerType.MAX: return Commons.mix_max(x, y); elif ct == CombinerType.MIN: return Commons.mix_min(x, y); elif ct == CombinerType.XOR: return Commons.mix_xor(x, y); elif ct == CombinerType.POW: return Commons.mix_pow(x, y); return 0.0 static func truchet1c(uv : Vector2, pseed : Vector2) -> Color: var f : float = truchet1(uv, pseed) return Color(f, f, f, 1); static func truchet1(uv : Vector2, pseed : Vector2) -> float: var i : Vector2 = Commons.floorv2(uv); var f : Vector2 = Commons.fractv2(uv) - Vector2(0.5, 0.5); return 1.0 - abs(abs((2.0*Commons.step(Commons.rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5); static func truchet2c(uv : Vector2, pseed : Vector2) -> Color: var f : float = truchet2(uv, pseed) return Color(f, f, f, 1); static func truchet2(uv : Vector2, pseed : Vector2) -> float: var i : Vector2 = Commons.floorv2(uv); var f : Vector2 = Commons.fractv2(uv); var random : float = Commons.step(Commons.rand(i+pseed), 0.5); f.x *= 2.0 * random-1.0; f.x += 1.0 - random; return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5)); static func weavec(uv : Vector2, count : Vector2, width : float) -> Color: var f : float = weave(uv, count, width); return Color(f, f, f, 1) #float weave(vec2 uv, vec2 count, float width) { # uv *= count; # float c = (sin(3.1415926*(uv.x+floor(uv.y)))*0.5+0.5)*step(abs(fract(uv.y)-0.5), width*0.5); # c = max(c, (sin(3.1415926*(1.0+uv.y+floor(uv.x)))*0.5+0.5)*step(abs(fract(uv.x)-0.5), width*0.5)); # return c; #} static func weave(uv : Vector2, count : Vector2, width : float) -> float: uv *= count; var c : float = (sin(3.1415926* (uv.x + floor(uv.y)))*0.5+0.5)*Commons.step(abs(Commons.fract(uv.y)-0.5), width*0.5); c = max(c, (sin(3.1415926*(1.0+uv.y+floor(uv.x)))*0.5+0.5)*Commons.step(abs(Commons.fract(uv.x)-0.5), width*0.5)); return c; #vec3 weave2(vec2 uv, vec2 count, float stitch, float width_x, float width_y) { # uv *= stitch; # uv *= count; # float c1 = (sin(3.1415926 / stitch * (uv.x + floor(uv.y) - (stitch - 1.0))) * 0.25 + 0.75 ) *step(abs(fract(uv.y)-0.5), width_x*0.5); # float c2 = (sin(3.1415926 / stitch * (1.0+uv.y+floor(uv.x) ))* 0.25 + 0.75 )*step(abs(fract(uv.x)-0.5), width_y*0.5); # return vec3(max(c1, c2), 1.0-step(c1, c2), 1.0-step(c2, c1)); #} static func weave2(uv : Vector2, count : Vector2, stitch : float, width_x : float, width_y : float) -> Vector3: return Vector3(); static func sinewavec(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) static func sinewavef(uv : Vector2, amplitude : float, frequency : float, phase : float) -> float: return 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718)); #float scratch(vec2 uv, vec2 size, float waviness, float angle, float randomness, vec2 seed) { # float subdivide = floor(1.0/size.x); # float cut = size.x*subdivide; # # uv *= subdivide; # # vec2 r1 = rand2(floor(uv)+seed); # vec2 r2 = rand2(r1); # # uv = fract(uv); # vec2 border = 10.0*min(fract(uv), 1.0-fract(uv)); # uv = 2.0*uv-vec2(1.0); # # float a = 6.28318530718*(angle+(r1.x-0.5)*randomness); # float c = cos(a); # float s = sin(a); # # uv = vec2(c*uv.x+s*uv.y, s*uv.x-c*uv.y); # uv.y += 2.0*r1.y-1.0; # uv.y += 0.5*waviness*cos(2.0*uv.x+6.28318530718*r2.y); # uv.x /= cut; # uv.y /= subdivide*size.y; # # return min(border.x, border.y)*(1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y); #} static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: var subdivide : float = floor(1.0/size.x); var cut : float = size.x*subdivide; uv *= subdivide; var r1 : Vector2 = Commons.rand2(Commons.floorv2(uv) + pseed); var r2 : Vector2 = Commons.rand2(r1); uv = Commons.fractv2(uv); uv = 2.0 * uv - Vector2(1, 1); var a : float = 6.28*(angle+(r1.x-0.5)*randomness); var c : float = cos(a); var s : float = sin(a); uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y); uv.y += 2.0*r1.y-1.0; uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y); uv.x /= cut; uv.y /= subdivide*size.y; return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y); #float scratches(vec2 uv, int layers, vec2 size, float waviness, float angle, float randomness, vec2 seed) { # float v = 0.0; # # for (int i = 0; i < layers; ++i) { # seed = rand2(seed); # v = max(v, scratch(fract(uv+seed), size, waviness, angle/360.0, randomness, seed)); # } # # return v; #} static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float: var v : float = 0.0; for i in range(layers):# (int i = 0; i < layers; ++i) { v = max(v, scratch(Commons.fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed)); pseed = Commons.rand2(pseed); return v; static func scratchesc(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> Color: var f : float = scratches(uv, layers, size, waviness, angle, randomness, pseed) return Color(f, f, f, 1) static func runesc(uv : Vector2, col_row : Vector2) -> Color: var f : float = rune(col_row * uv); return Color(f, f, f, 1) static func runesf(uv : Vector2, col_row : Vector2) -> float: return rune(col_row * uv); #sdline.mmg #vec2 sdLine(vec2 p, vec2 a, vec2 b) { # vec2 pa = p-a, ba = b-a; # float h = clamp(dot(pa,ba)/dot(ba,ba), 0.0, 1.0); # # return vec2(length(pa-ba*h), h); #} #float ThickLine(vec2 uv, vec2 posA, vec2 posB, float radiusInv){ # return clamp(1.1-20.0*sdLine(uv, posA, posB).x, 0.0, 1.0); #} #// makes a rune in the 0..1 uv space. Seed is which rune to draw. #// passes back gray in x and derivates for lighting in yz #float Rune(vec2 uv, float s) { # float finalLine = 0.0; # vec2 seed = floor(uv)-rand2(vec2(s)); # uv = fract(uv); # # for (int i = 0; i < 4; i++) // number of strokes # { # vec2 posA = rand2(floor(seed+0.5)); # vec2 posB = rand2(floor(seed+1.5)); # seed += 2.0; # // expand the range and mod it to get a nicely distributed random number - hopefully. :) # posA = fract(posA * 128.0); # posB = fract(posB * 128.0); # // each rune touches the edge of its box on all 4 sides # # if (i == 0) posA.y = 0.0; # if (i == 1) posA.x = 0.999; # if (i == 2) posA.x = 0.0; # if (i == 3) posA.y = 0.999; # # // snap the random line endpoints to a grid 2x3 # vec2 snaps = vec2(2.0, 3.0); # posA = (floor(posA * snaps) + 0.5) / snaps; // + 0.5 to center it in a grid cell # posB = (floor(posB * snaps) + 0.5) / snaps; # # //if (distance(posA, posB) < 0.0001) continue; # // eliminate dots. # // Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error. # finalLine = max(finalLine, ThickLine(uv, posA, posB + 0.001, 20.0)); # } # # return finalLine; #} # makes a rune in the 0..1 uv space. Seed is which rune to draw. # passes back gray in x and derivates for lighting in yz static func rune(uv : Vector2) -> float: var finalLine : float = 0.0; var pseed : Vector2 = Commons.floorv2(uv) - Vector2(0.41, 0.41); uv = Commons.fractv2(uv); for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes var posA : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(0.5, 0.5))); var posB : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(1.5, 1.5))); pseed.x += 2.0; pseed.y += 2.0; # expand the range and mod it to get a nicely distributed random number - hopefully. :) posA = Commons.fractv2(posA * 128.0); posB = Commons.fractv2(posB * 128.0); # each rune touches the edge of its box on all 4 sides if (i == 0): posA.y = 0.0; if (i == 1): posA.x = 0.999; if (i == 2): posA.x = 0.0; if (i == 3): posA.y = 0.999; # snap the random line endpoints to a grid 2x3 var snaps : Vector2 = Vector2(2.0, 3.0); posA = (Commons.floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell posB = (Commons.floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps; #if (distance(posA, posB) < 0.0001) continue; // eliminate dots. # Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error. finalLine = max(finalLine, Commons.ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0)); return finalLine; static func IChingc(uv : Vector2, row_col : Vector2, pseed : int) -> Color: var f : float = IChing(row_col * uv, float(pseed)); return Color(f, f, f, 1) #float IChing(vec2 uv, float seed) { # int value = int(32.0*rand(floor(uv)+vec2(seed))); # float base = step(0.5, fract(fract(uv.y)*6.5))*step(0.04, fract(uv.y+0.02))*step(0.2, fract(uv.x+0.1)); # int bit = int(fract(uv.y)*6.5); # # return base*step(0.1*step(float(bit & value), 0.5), fract(uv.x+0.55)); #} static func IChing(uv : Vector2, pseed : float) -> float: var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed))); var base : float = Commons.step(0.5, Commons.fract(Commons.fract(uv.y)*6.5))*Commons.step(0.04, Commons.fract(uv.y+0.02)) * Commons.step(0.2, Commons.fract(uv.x+0.1)); var bit : int = int(Commons.fract(uv.y)*6.5); return base * Commons.step(0.1*Commons.step(float(bit & value), 0.5), Commons.fract(uv.x+0.55)); #Beehive output 1 #Shows the greyscale pattern #vec2 $(name_uv)_uv = $uv*vec2($sx, $sy*1.73205080757); #vec4 $(name_uv)_center = beehive_center($(name_uv)_uv); #1.0-2.0*beehive_dist($(name_uv)_center.xy) static func beehive_1c(uv : Vector2, size : Vector2, pseed : int) -> Color: var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757); var center : Color = beehive_center(o80035_0_uv); var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); return Color(f, f, f, 1) #Beehive output 2 #Shows a random color for each hexagonal tile #vec2 $(name_uv)_uv = $uv*vec2($sx, $sy*1.73205080757); #vec4 $(name_uv)_center = beehive_center($(name_uv)_uv); #rand3(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed))) static func beehive_2c(uv : Vector2, size : Vector2, pseed : int) -> Color: var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757); var center : Color = beehive_center(o80035_0_uv); var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed),float(pseed))); return Color(v.x, v.y, v.z, 1) #Beehive output 3 #Shows an UV map to be connected to the UV map port of the Custom UV node #vec3(vec2(0.5)+$(name_uv)_center.xy, rand(fract($(name_uv)_center.zw/vec2($sx, $sy))+vec2(float($seed)))) #vec2 $(name_uv)_uv = $uv*vec2($sx, $sy*1.73205080757); #vec4 $(name_uv)_center = beehive_center($(name_uv)_uv); static func beehive_3c(uv : Vector2, size : Vector2, pseed : int) -> Color: var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757); var center : Color = beehive_center(o80035_0_uv); #var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g)); var v1 : Vector2 = Vector2(0.5, 0.5) + Vector2(center.r, center.g) var ff : float = Commons.rand(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed), float(pseed))) var c : Color = Color(v1.x, v1.y, ff, ff); return c #float beehive_dist(vec2 p){ # ec2 s = vec2(1.0, 1.73205080757); # p = abs(p); # return max(dot(p, s*.5), p.x); #} static func beehive_dist(p : Vector2) -> float: var s : Vector2 = Vector2(1.0, 1.73205080757); p = Commons.absv2(p); return max(p.dot(s*.5), p.x); #vec4 beehive_center(vec2 p) { # vec2 s = vec2(1.0, 1.73205080757); # vec4 hC = floor(vec4(p, p - vec2(.5, 1)) / vec4(s,s)) + .5; # vec4 h = vec4(p - hC.xy*s, p - (hC.zw + .5)*s); # return dot(h.xy, h.xy) Color: var s : Vector2 = Vector2(1.0, 1.73205080757); var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y); hC = Commons.floorc(Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y)) + Color(0.5, 0.5, 0.5, 0.5); var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y) var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y) var h : Color = Color(v1.x, v1.y, v2.x, v2.y); if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)): return Color(h.r, h.g, hC.r, hC.g) else: return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73) #return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73); #vec3 brick_corner_uv(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float corner, float seed) { # vec2 center = 0.5*(bmin + bmax); # vec2 size = bmax - bmin; # # float max_size = max(size.x, size.y); # float min_size = min(size.x, size.y); # # mortar *= min_size; # corner *= min_size; # # return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)+ceil(vec2(uv-center)))); #} static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3: var center : Vector2 = 0.5 * (bmin + bmax) var size : Vector2 = bmax - bmin var max_size : float = max(size.x, size.y) var min_size : float = min(size.x, size.y) mortar *= min_size corner *= min_size var r : Vector3 = Vector3() r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1) r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1) r.z = Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed)) return r # return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed))); #vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { # float color; # vec2 size = bmax - bmin; # float min_size = min(size.x, size.y); # # mortar *= min_size; # bevel *= min_size; # round *= min_size; # vec2 center = 0.5*(bmin+bmax); # vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); # # color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; # color = clamp(-color/bevel, 0.0, 1.0); # vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); # # return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); #} static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: var color : float var size : Vector2 = bmax - bmin var min_size : float = min(size.x, size.y) mortar *= min_size bevel *= min_size pround *= min_size var center : Vector2 = 0.5 * (bmin + bmax) var d : Vector2 = Vector2() d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar) d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar) color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround color = clamp(-color / bevel, 0.0, 1.0) # var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0)) var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0) var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0) #vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y) #vec3 brick_random_color(vec2 bmin, vec2 bmax, float seed) { # vec2 center = 0.5*(bmin + bmax); # return rand3(fract(center + vec2(seed))); #} static func brick_random_color(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: var center : Vector2 = 0.5 * (bmin + bmax) return Commons.rand3(Commons.fractv2(center + Vector2(pseed, pseed))); #vec3 brick_uv(vec2 uv, vec2 bmin, vec2 bmax, float seed) { # vec2 center = 0.5*(bmin + bmax); # vec2 size = bmax - bmin; # # float max_size = max(size.x, size.y); # # return vec3(0.5+(uv-center)/max_size, rand(fract(center)+vec2(seed))); #} static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3: var center : Vector2 = 0.5 * (bmin + bmax) var size : Vector2 = bmax - bmin var max_size : float = max(size.x, size.y) var x : float = 0.5+ (uv.x - center.x) / max_size var y : float = 0.5+ (uv.y - center.y) /max_size return Vector3(x, y, Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed))) #vec4 bricks_rb(vec2 uv, vec2 count, float repeat, float offset) { # count *= repeat;float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); # # vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); # # bmin.x += x_offset; # bmin /= count; # # return vec4(bmin, bmin+vec2(1.0)/count); #} static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: count *= repeat var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)) var bmin : Vector2 bmin.x = floor(uv.x * count.x - x_offset) bmin.y = floor(uv.y * count.y) bmin.x += x_offset; bmin /= count var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count return Color(bmin.x, bmin.y, bmc.x, bmc.y) #vec4 bricks_rb2(vec2 uv, vec2 count, float repeat, float offset) { # count *= repeat; # # float x_offset = offset*step(0.5, fract(uv.y*count.y*0.5)); # count.x = count.x*(1.0+step(0.5, fract(uv.y*count.y*0.5))); # # vec2 bmin = floor(vec2(uv.x*count.x-x_offset, uv.y*count.y)); # # bmin.x += x_offset; # bmin /= count; # # return vec4(bmin, bmin+vec2(1.0)/count); #} static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: count *= repeat var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)) count.x = count.x * (1.0+Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5))) var bmin : Vector2 = Vector2() bmin.x = floor(uv.x * count.x - x_offset) bmin.y = floor(uv.y * count.y) bmin.x += x_offset bmin /= count var b : Vector2 = bmin + Vector2(1, 1) / count return Color(bmin.x, bmin.y, b.x, b.y) #vec4 bricks_hb(vec2 uv, vec2 count, float repeat, float offset) { # float pc = count.x+count.y; # float c = pc*repeat; # vec2 corner = floor(uv*c); # float cdiff = mod(corner.x-corner.y, pc); # # if (cdiff < count.x) { # return vec4((corner-vec2(cdiff, 0.0))/c, (corner-vec2(cdiff, 0.0)+vec2(count.x, 1.0))/c); # } else { # return vec4((corner-vec2(0.0, pc-cdiff-1.0))/c, (corner-vec2(0.0, pc-cdiff-1.0)+vec2(1.0, count.y))/c); # } #} static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: var pc : float = count.x + count.y var c : float = pc * repeat var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c)) var cdiff : float = Commons.modf(corner.x - corner.y, pc) if (cdiff < count.x): var col : Color = Color() col.r = (corner.x - cdiff) / c col.g = corner.y / c col.b = (corner.x - cdiff + count.x) / c col.a = (corner.y + 1.0) / c return col else: var col : Color = Color() col.r = corner.x / c col.g = (corner.y - (pc - cdiff - 1.0)) / c col.b = (corner.x + 1.0) / c col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c return col #vec4 bricks_bw(vec2 uv, vec2 count, float repeat, float offset) { # vec2 c = 2.0*count*repeat; # float mc = max(c.x, c.y); # vec2 corner1 = floor(uv*c); # vec2 corner2 = count*floor(repeat*2.0*uv); # float cdiff = mod(dot(floor(repeat*2.0*uv), vec2(1.0)), 2.0); # vec2 corner; # vec2 size; # # if (cdiff == 0.0) { # orner = vec2(corner1.x, corner2.y); # size = vec2(1.0, count.y); # } else { # corner = vec2(corner2.x, corner1.y); # size = vec2(count.x, 1.0); # } # # return vec4(corner/c, (corner+size)/c); #} static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: var c : Vector2 = 2.0 * count * repeat var mc : float = max(c.x, c.y) var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y)) var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y)) var cdiff : float = Commons.modf(tmp.dot(Vector2(1, 1)), 2.0) var corner : Vector2 var size : Vector2 if cdiff == 0: corner = Vector2(corner1.x, corner2.y) size = Vector2(1.0, count.y) else: corner = Vector2(corner2.x, corner1.y) size = Vector2(count.x, 1.0) return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) #vec4 bricks_sb(vec2 uv, vec2 count, float repeat, float offset) { # vec2 c = (count+vec2(1.0))*repeat; # float mc = max(c.x, c.y); # vec2 corner1 = floor(uv*c); # vec2 corner2 = (count+vec2(1.0))*floor(repeat*uv); # vec2 rcorner = corner1 - corner2; # vec2 corner; # vec2 size; # # if (rcorner.x == 0.0 && rcorner.y < count.y) { # corner = corner2; # size = vec2(1.0, count.y); # } else if (rcorner.y == 0.0) { # corner = corner2+vec2(1.0, 0.0); # size = vec2(count.x, 1.0); # } else if (rcorner.x == count.x) { # corner = corner2+vec2(count.x, 1.0); # size = vec2(1.0, count.y); # } else if (rcorner.y == count.y) { # corner = corner2+vec2(0.0, count.y); # size = vec2(count.x, 1.0); # } else { # corner = corner2+vec2(1.0); # size = vec2(count.x-1.0, count.y-1.0); # } # # return vec4(corner/c, (corner+size)/c); #} static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color: var c : Vector2 = (count + Vector2(1, 1)) * repeat var mc : float = max(c.x, c.y) var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y)) var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y)) var rcorner : Vector2 = corner1 - corner2 var corner : Vector2 var size : Vector2 if (rcorner.x == 0.0 && rcorner.y < count.y): corner = corner2 size = Vector2(1.0, count.y) elif (rcorner.y == 0.0): corner = corner2 + Vector2(1.0, 0.0) size = Vector2(count.x, 1.0) elif (rcorner.x == count.x): corner = corner2 + Vector2(count.x, 1.0) size = Vector2(1.0, count.y) elif (rcorner.y == count.y): corner = corner2 + Vector2(0.0, count.y) size = Vector2(count.x, 1.0) else: corner = corner2 + Vector2(1, 1) size = Vector2(count.x-1.0, count.y-1.0) return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y) #vec4 brick2(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) { # float color; # vec2 size = bmax - bmin; # vec2 center = 0.5*(bmin+bmax); # vec2 d = abs(uv-center)-0.5*(size)+vec2(round+mortar); # # color = length(max(d,vec2(0))) + min(max(d.x,d.y),0.0)-round; # color = clamp(-color/bevel, 0.0, 1.0); # # vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0)); # # return vec4(color, center, tiled_brick_pos.x+7.0*tiled_brick_pos.y); #} static func brick2(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color: return Color() #vec4 bricks_uneven(vec2 uv, int iterations, float min_size, float randomness, float seed) { # vec2 a = vec2(0.0); # vec2 b = vec2(1.0); # for (int i = 0; i < iterations; ++i) { # vec2 size = b-a; # if (max(size.x, size.y) < min_size) { # break; # } # # float x = rand(rand2(vec2(rand(a+b), seed)))*randomness+(1.0-randomness)*0.5; # # if (size.x > size.y) { # x *= size.x; # # if (uv.x > a.x+x) { # a.x += x; # } else { # b.x = a.x + x; # } # } else { # x *= size.y; # # if (uv.y > a.y+x) { # a.y += x; # } else { # b.y = a.y + x; # } # } # } # # return vec4(a, b); #} static func bricks_uneven(uv : Vector2, iterations : int, min_size : float, randomness : float, pseed : float) -> Color: return Color()