mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
126 lines
3.3 KiB
GDScript
126 lines
3.3 KiB
GDScript
tool
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extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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#----------------------
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#color_noise.mmg
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#Outputs:
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#Output - (rgb) - Shows the noise pattern
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#color_dots($(uv), 1.0/$(size), $(seed))
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#Inputs:
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#size, float, default: 8, min: 2, max: 12, step: 1
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#----------------------
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#noise.mmg
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#Outputs:
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#float $(name)_f(vec2 uv) {
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# return dots(uv, 1.0/$(size), $(density), $(seed));
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#}
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#Output - (float) - Shows the noise pattern
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#$(name)_f($(uv))
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#Inputs:
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#grid_size, float, default: 4, min: 2, max: 12, step: 1
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#density, float, default: 0.5, min: 0, max: 1, step: 0.01
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#----------------------
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#noise_anisotropic.mmg
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#Generates x-axis interpolated value noise
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# "outputs": [
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# {
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# "f": "anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))",
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# "longdesc": "Shows a greyscale value noise",
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# "shortdesc": "Output",
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# "type": "f"
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# }
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# ],
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# "parameters": [
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# {
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# "control": "None",
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# "default": 4,
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# "label": "Scale X",
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# "longdesc": "The scale along the X axis",
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# "max": 32,
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# "min": 1,
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# "name": "scale_x",
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# "shortdesc": "Scale.x",
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# "step": 1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 256,
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# "label": "Scale Y",
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# "longdesc": "The scale along the Y axis",
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# "max": 1024,
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# "min": 1,
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# "name": "scale_y",
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# "shortdesc": "Scale.y",
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# "step": 1,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Smoothness",
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# "longdesc": "Controls how much the noise is blurred along the x-axis",
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# "max": 1,
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# "min": 0,
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# "name": "smoothness",
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# "shortdesc": "Smoothness",
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# "step": 0.01,
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# "type": "float"
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# },
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# {
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# "control": "None",
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# "default": 1,
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# "label": "Interpolation",
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# "longdesc": "Controls the type of interpolation used for the smoothing. 0 is linear interpolation, 1 is smooth interpolation",
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# "max": 1,
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# "min": 0,
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# "name": "interpolation",
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# "shortdesc": "Interpolation",
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# "step": 0.01,
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# "type": "float"
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# }
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# ],
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#float dots(vec2 uv, float size, float density, float seed) {
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# vec2 seed2 = rand2(vec2(seed, 1.0-seed));
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# uv /= size;
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# vec2 point_pos = floor(uv)+vec2(0.5);
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# float color = step(rand(seed2+point_pos), density);
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# return color;
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#}
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static func dots(uv : Vector2, size : float, density : float, pseed : float) -> float:
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var seed2 : Vector2 = Commons.rand2(Vector2(pseed, 1.0 - pseed))
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uv /= size
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var point_pos : Vector2 = Commons.floorv2(uv) + Vector2(0.5, 0.5)
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var color : float = Commons.step(Commons.rand2(seed2 + point_pos).x, density);
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return color
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#float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {\n\
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# tvec2 seed2 = rand2(vec2(seed, 1.0-seed));\n\t\n\t
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# vec2 xy = floor(uv*size);\n\t
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# vec2 offset = vec2(rand(seed2 + xy.y), 0.0);\n\t
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# vec2 xy_offset = floor(uv * size + offset );\n
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#
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# float f0 = rand(seed2+mod(xy_offset, size));\n
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# float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size));\n\t
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# float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 );\n
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# float smooth_mix = smoothstep(0.0, 1.0, mixer);\n\t
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# float linear = mix(f0, f1, mixer);\n\t
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# float smoothed = mix(f0, f1, smooth_mix);\n\t\n
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#
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# return mix(linear, smoothed, interpolation);\n
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#}
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