broken_seals/game/addons/mat_maker_gd/nodes/common/noises.gd
2021-10-19 11:15:01 +02:00

126 lines
3.3 KiB
GDScript

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($(uv))
#Inputs:
#grid_size, float, default: 4, min: 2, max: 12, step: 1
#density, float, default: 0.5, min: 0, max: 1, step: 0.01
#----------------------
#noise_anisotropic.mmg
#Generates x-axis interpolated value noise
# "outputs": [
# {
# "f": "anisotropic($(uv), vec2($(scale_x), $(scale_y)), $(seed), $(smoothness), $(interpolation))",
# "longdesc": "Shows a greyscale value noise",
# "shortdesc": "Output",
# "type": "f"
# }
# ],
# "parameters": [
# {
# "control": "None",
# "default": 4,
# "label": "Scale X",
# "longdesc": "The scale along the X axis",
# "max": 32,
# "min": 1,
# "name": "scale_x",
# "shortdesc": "Scale.x",
# "step": 1,
# "type": "float"
# },
# {
# "control": "None",
# "default": 256,
# "label": "Scale Y",
# "longdesc": "The scale along the Y axis",
# "max": 1024,
# "min": 1,
# "name": "scale_y",
# "shortdesc": "Scale.y",
# "step": 1,
# "type": "float"
# },
# {
# "control": "None",
# "default": 1,
# "label": "Smoothness",
# "longdesc": "Controls how much the noise is blurred along the x-axis",
# "max": 1,
# "min": 0,
# "name": "smoothness",
# "shortdesc": "Smoothness",
# "step": 0.01,
# "type": "float"
# },
# {
# "control": "None",
# "default": 1,
# "label": "Interpolation",
# "longdesc": "Controls the type of interpolation used for the smoothing. 0 is linear interpolation, 1 is smooth interpolation",
# "max": 1,
# "min": 0,
# "name": "interpolation",
# "shortdesc": "Interpolation",
# "step": 0.01,
# "type": "float"
# }
# ],
#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
#float anisotropic(vec2 uv, vec2 size, float seed, float smoothness, float interpolation) {\n\
# tvec2 seed2 = rand2(vec2(seed, 1.0-seed));\n\t\n\t
# vec2 xy = floor(uv*size);\n\t
# vec2 offset = vec2(rand(seed2 + xy.y), 0.0);\n\t
# vec2 xy_offset = floor(uv * size + offset );\n
#
# float f0 = rand(seed2+mod(xy_offset, size));\n
# float f1 = rand(seed2+mod(xy_offset+vec2(1.0, 0.0), size));\n\t
# float mixer = clamp( (fract(uv.x*size.x+offset.x) -.5) / smoothness + 0.5, 0.0, 1.0 );\n
# float smooth_mix = smoothstep(0.0, 1.0, mixer);\n\t
# float linear = mix(f0, f1, mixer);\n\t
# float smoothed = mix(f0, f1, smooth_mix);\n\t\n
#
# return mix(linear, smoothed, interpolation);\n
#}