tool extends TextureRect var Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd") var image : Image var tex : ImageTexture export(Vector2) var bmin : Vector2 = Vector2(0.1, 0.1) export(Vector2) var bmax : Vector2 = Vector2(1, 1) export(bool) var refresh setget reff,reffg func _ready(): if !Engine.editor_hint: gen() func gen() -> void: if !image: image = Image.new() image.create(300, 300, false, Image.FORMAT_RGBA8) if !tex: tex = ImageTexture.new() # var bmin : Vector2 = Vector2(0.1, 0.1) # var bmax : Vector2 = Vector2(1, 1) image.lock() var w : float = image.get_width() var h : float = image.get_width() var pseed : float = randf() + randi() for x in range(image.get_width()): for y in range(image.get_height()): var v : Vector2 = Vector2(x / w, y / h) # var f : float = pattern(v, 4, 4, CombinerType.MULTIPLY, CombinerAxisType.SINE, CombinerAxisType.SINE) var col : Color = sinewave(v) # var col : Color = beehive_2_col(v) # var col : Color = beehive_3_col(v) image.set_pixel(x, y, col) image.unlock() tex.create_from_image(image) texture = tex var seed_o12297 = -26656; var p_o12297_scale_x = 4.000000000; var p_o12297_scale_y = 4.000000000; var p_o12297_iterations = 3.000000000; var p_o12297_persistence = 0.500000000; func sinewave(uv : Vector2) -> Color: var f : float = perlin(((uv)), Vector2(p_o12297_scale_x, p_o12297_scale_y), int(p_o12297_iterations), p_o12297_persistence, seed_o12297); return Color(f, f, f, 1) func perlin(uv : Vector2, size : Vector2, iterations : int, persistence : float, pseed : int) -> float: 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 = 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 = 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; size *= 2.0; coef *= persistence; return rv / acc; func reffg(): return false func reff(bb): if bb: gen()