mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
557 lines
19 KiB
GDScript
557 lines
19 KiB
GDScript
extends Reference
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const Commons = preload("res://addons/mat_maker_gd/nodes/common/commons.gd")
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enum CombinerAxisType {
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SINE,
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TRIANGLE,
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SQUARE,
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SAWTOOTH,
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CONSTANT,
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BOUNCE
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}
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enum CombinerType {
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MULTIPLY,
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ADD,
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MAX,
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MIN,
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XOR,
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POW
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}
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static func pattern(uv : Vector2, x_scale : float, y_scale : float, ct : int, catx : int, caty : int) -> float:
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var x : float = 0
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var y : float = 0
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#in c++ these ifs should be function pointers or macros in the caller
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if catx == CombinerAxisType.SINE:
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x = Commons.wave_sine(x_scale * uv.x)
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elif catx == CombinerAxisType.TRIANGLE:
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x = Commons.wave_triangle(x_scale * uv.x)
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elif catx == CombinerAxisType.SQUARE:
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x = Commons.wave_square(x_scale * uv.x)
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elif catx == CombinerAxisType.SAWTOOTH:
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x = Commons.wave_sawtooth(x_scale * uv.x)
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elif catx == CombinerAxisType.CONSTANT:
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x = Commons.wave_constant(x_scale * uv.x)
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elif catx == CombinerAxisType.BOUNCE:
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x = Commons.wave_bounce(x_scale * uv.x)
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if caty == CombinerAxisType.SINE:
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y = Commons.wave_sine(y_scale * uv.y)
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elif caty == CombinerAxisType.TRIANGLE:
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y = Commons.wave_triangle(y_scale * uv.y)
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elif caty == CombinerAxisType.SQUARE:
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y = Commons.wave_square(y_scale * uv.y)
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elif caty == CombinerAxisType.SAWTOOTH:
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y = Commons.wave_sawtooth(y_scale * uv.y)
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elif caty == CombinerAxisType.CONSTANT:
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y = Commons.wave_constant(y_scale * uv.y)
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elif caty == CombinerAxisType.BOUNCE:
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y = Commons.wave_bounce(y_scale * uv.y)
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if ct == CombinerType.MULTIPLY:
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return Commons.mix_mul(x, y)
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elif ct == CombinerType.ADD:
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return Commons.mix_add(x, y);
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elif ct == CombinerType.MAX:
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return Commons.mix_max(x, y);
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elif ct == CombinerType.MIN:
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return Commons.mix_min(x, y);
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elif ct == CombinerType.XOR:
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return Commons.mix_xor(x, y);
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elif ct == CombinerType.POW:
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return Commons.mix_pow(x, y);
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return 0.0
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static func truchet1c(uv : Vector2, pseed : Vector2) -> Color:
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var f : float = truchet1(uv, pseed)
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return Color(f, f, f, 1);
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static func truchet1(uv : Vector2, pseed : Vector2) -> float:
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var i : Vector2 = Commons.floorv2(uv);
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var f : Vector2 = Commons.fractv2(uv) - Vector2(0.5, 0.5);
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return 1.0 - abs(abs((2.0*Commons.step(Commons.rand(i+pseed), 0.5)-1.0)*f.x+f.y)-0.5);
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static func truchet2c(uv : Vector2, pseed : Vector2) -> Color:
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var f : float = truchet2(uv, pseed)
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return Color(f, f, f, 1);
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static func truchet2(uv : Vector2, pseed : Vector2) -> float:
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var i : Vector2 = Commons.floorv2(uv);
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var f : Vector2 = Commons.fractv2(uv);
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var random : float = Commons.step(Commons.rand(i+pseed), 0.5);
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f.x *= 2.0 * random-1.0;
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f.x += 1.0 - random;
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return 1.0 - min(abs(f.length() - 0.5), abs((Vector2(1, 1) - f).length() - 0.5));
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static func weavec(uv : Vector2, count : Vector2, width : float) -> Color:
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var f : float = weave(uv, count, width);
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return Color(f, f, f, 1)
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static func weave(uv : Vector2, count : Vector2, width : float) -> float:
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uv *= count;
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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);
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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));
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return c;
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static func sinewavec(uv : Vector2, amplitude : float, frequency : float, phase : float) -> Color:
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var f : float = 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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return Color(f, f, f, 1)
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static func sinewavef(uv : Vector2, amplitude : float, frequency : float, phase : float) -> float:
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return 1.0- abs(2.0 * (uv.y-0.5) - amplitude * sin((frequency* uv.x + phase) * 6.28318530718));
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static func scratch(uv : Vector2, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var subdivide : float = floor(1.0/size.x);
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var cut : float = size.x*subdivide;
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uv *= subdivide;
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var r1 : Vector2 = Commons.rand2(Commons.floorv2(uv) + pseed);
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var r2 : Vector2 = Commons.rand2(r1);
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uv = Commons.fractv2(uv);
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uv = 2.0 * uv - Vector2(1, 1);
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var a : float = 6.28*(angle+(r1.x-0.5)*randomness);
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var c : float = cos(a);
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var s : float = sin(a);
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uv = Vector2(c*uv.x+s*uv.y, s*uv.x-c*uv.y);
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uv.y += 2.0*r1.y-1.0;
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uv.y += 0.5*waviness*cos(2.0*uv.x+6.28*r2.y);
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uv.x /= cut;
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uv.y /= subdivide*size.y;
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return (1.0-uv.x*uv.x)*max(0.0, 1.0-1000.0*uv.y*uv.y);
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static func scratches(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> float:
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var v : float = 0.0;
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for i in range(layers):# (int i = 0; i < layers; ++i) {
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v = max(v, scratch(Commons.fractv2(uv + pseed), size, waviness, angle/360.0, randomness, pseed));
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pseed = Commons.rand2(pseed);
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return v;
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static func scratchesc(uv : Vector2, layers : int, size : Vector2, waviness : float, angle : float, randomness : float, pseed : Vector2) -> Color:
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var f : float = scratches(uv, layers, size, waviness, angle, randomness, pseed)
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return Color(f, f, f, 1)
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static func runesc(uv : Vector2, col_row : Vector2) -> Color:
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var f : float = rune(col_row * uv);
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return Color(f, f, f, 1)
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static func runesf(uv : Vector2, col_row : Vector2) -> float:
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return rune(col_row * uv);
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# makes a rune in the 0..1 uv space. Seed is which rune to draw.
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# passes back gray in x and derivates for lighting in yz
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static func rune(uv : Vector2) -> float:
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var finalLine : float = 0.0;
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var pseed : Vector2 = Commons.floorv2(uv) - Vector2(0.41, 0.41);
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uv = Commons.fractv2(uv);
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for i in range(4):# (int i = 0; i < 4; i++): # // number of strokes
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var posA : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(0.5, 0.5)));
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var posB : Vector2 = Commons.rand2(Commons.floorv2(pseed + Vector2(1.5, 1.5)));
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pseed.x += 2.0;
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pseed.y += 2.0;
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# expand the range and mod it to get a nicely distributed random number - hopefully. :)
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posA = Commons.fractv2(posA * 128.0);
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posB = Commons.fractv2(posB * 128.0);
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# each rune touches the edge of its box on all 4 sides
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if (i == 0):
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posA.y = 0.0;
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if (i == 1):
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posA.x = 0.999;
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if (i == 2):
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posA.x = 0.0;
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if (i == 3):
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posA.y = 0.999;
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# snap the random line endpoints to a grid 2x3
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var snaps : Vector2 = Vector2(2.0, 3.0);
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posA = (Commons.floorv2(posA * snaps) + Vector2(0.5, 0.5)) / snaps; # + 0.5 to center it in a grid cell
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posB = (Commons.floorv2(posB * snaps) + Vector2(0.5, 0.5)) / snaps;
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#if (distance(posA, posB) < 0.0001) continue; // eliminate dots.
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# Dots (degenerate lines) are not cross-GPU safe without adding 0.001 - divide by 0 error.
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finalLine = max(finalLine, Commons.ThickLine(uv, posA, posB + Vector2(0.001, 0.001), 20.0));
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return finalLine;
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static func IChingc(uv : Vector2, row_col : Vector2, pseed : int) -> Color:
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var f : float = IChing(row_col * uv, float(pseed));
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return Color(f, f, f, 1)
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static func IChing(uv : Vector2, pseed : float) -> float:
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var value : int = int(32.0 * Commons.rand(Commons.floorv2(uv) + Vector2(pseed, pseed)));
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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));
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var bit : int = int(Commons.fract(uv.y)*6.5);
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return base * Commons.step(0.1*Commons.step(float(bit & value), 0.5), Commons.fract(uv.x+0.55));
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static func beehive_1c(uv : Vector2, size : Vector2, pseed : int) -> Color:
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var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757);
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var center : Color = beehive_center(o80035_0_uv);
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var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
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return Color(f, f, f, 1)
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static func beehive_2c(uv : Vector2, size : Vector2, pseed : int) -> Color:
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var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757);
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var center : Color = beehive_center(o80035_0_uv);
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var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
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var v : Vector3 = Commons.rand3(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed),float(pseed)));
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return Color(v.x, v.y, v.z, 1)
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static func beehive_3c(uv : Vector2, size : Vector2, pseed : int) -> Color:
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var o80035_0_uv : Vector2 = uv * Vector2(size.x, size.y * 1.73205080757);
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var center : Color = beehive_center(o80035_0_uv);
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#var f : float = 1.0 - 2.0 * beehive_dist(Vector2(center.r, center.g));
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var v1 : Vector2 = Vector2(0.5, 0.5) + Vector2(center.r, center.g)
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var ff : float = Commons.rand(Commons.fractv2(Vector2(center.b, center.a) / Vector2(size.x, size.y)) + Vector2(float(pseed), float(pseed)))
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var c : Color = Color(v1.x, v1.y, ff, ff);
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return c
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static func beehive_dist(p : Vector2) -> float:
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var s : Vector2 = Vector2(1.0, 1.73205080757);
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p = Commons.absv2(p);
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return max(p.dot(s*.5), p.x);
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static func beehive_center(p : Vector2) -> Color:
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var s : Vector2 = Vector2(1.0, 1.73205080757);
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var hC : Color = Color(p.x, p.y, p.x - 0.5, p.y - 1) / Color(s.x, s.y, s.x, s.y);
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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);
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var v1 : Vector2 = Vector2(p.x - hC.r * s.x, p.y - hC.g * s.y)
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var v2 : Vector2 = Vector2(p.x - (hC.b + 0.5) * s.x, p.y - (hC.a + 0.5) * s.y)
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var h : Color = Color(v1.x, v1.y, v2.x, v2.y);
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if Vector2(h.r, h.g).dot(Vector2(h.r, h.g)) < Vector2(h.b, h.a).dot(Vector2(h.b, h.a)):
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return Color(h.r, h.g, hC.r, hC.g)
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else:
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return Color(h.b, h.a, hC.b + 9.73, hC.a + 9.73)
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#return dot(h.xy, h.xy) < dot(h.zw, h.zw) ? Color(h.xy, hC.xy) : Color(h.zw, hC.zw + 9.73);
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static func brick_corner_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, corner : float, pseed : float) -> Vector3:
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var center : Vector2 = 0.5 * (bmin + bmax)
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var size : Vector2 = bmax - bmin
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var max_size : float = max(size.x, size.y)
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var min_size : float = min(size.x, size.y)
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mortar *= min_size
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corner *= min_size
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var r : Vector3 = Vector3()
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r.x = clamp(((0.5 * size.x - mortar) - abs(uv.x - center.x)) / corner, 0, 1)
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r.y = clamp(((0.5 * size.y - mortar) - abs(uv.y - center.y)) / corner, 0, 1)
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r.z = Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed))
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return r
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# return vec3(clamp((0.5*size-vec2(mortar)-abs(uv-center))/corner, vec2(0.0), vec2(1.0)), rand(fract(center)+vec2(seed)));
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static func brick(uv : Vector2, bmin : Vector2, bmax : Vector2, mortar : float, pround : float, bevel : float) -> Color:
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var color : float
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var size : Vector2 = bmax - bmin
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var min_size : float = min(size.x, size.y)
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mortar *= min_size
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bevel *= min_size
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pround *= min_size
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var center : Vector2 = 0.5 * (bmin + bmax)
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var d : Vector2 = Vector2()
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d.x = abs(uv.x - center.x) - 0.5 * (size.x) + (pround + mortar)
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d.y = abs(uv.y - center.y) - 0.5 * (size.y) + (pround + mortar)
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color = Vector2(max(d.x, 0), max(d.y, 0)).length() + min(max(d.x, d.y), 0.0) - pround
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color = clamp(-color / bevel, 0.0, 1.0)
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# var tiled_brick_pos : Vector2 = Vector2(bmin.x - 1.0 * floor(bmin.x / 1.0), bmin.y - 1.0 * floor(bmin.y / 1.0))
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var tiled_brick_pos_x : float = bmin.x - 1.0 * floor(bmin.x / 1.0)
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var tiled_brick_pos_y : float = bmin.y - 1.0 * floor(bmin.y / 1.0)
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#vec2 tiled_brick_pos = mod(bmin, vec2(1.0, 1.0));
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return Color(color, center.x, center.y, tiled_brick_pos_x + 7.0 * tiled_brick_pos_y)
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static func brick_uv(uv : Vector2, bmin : Vector2, bmax : Vector2, pseed : float) -> Vector3:
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var center : Vector2 = 0.5 * (bmin + bmax)
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var size : Vector2 = bmax - bmin
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var max_size : float = max(size.x, size.y)
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var x : float = 0.5+ (uv.x - center.x) / max_size
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var y : float = 0.5+ (uv.y - center.y) /max_size
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return Vector3(x, y, Commons.rand(Commons.fractv2(center) + Vector2(pseed, pseed)))
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static func bricks_rb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
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count *= repeat
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var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5))
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var bmin : Vector2
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bmin.x = floor(uv.x * count.x - x_offset)
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bmin.y = floor(uv.y * count.y)
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bmin.x += x_offset;
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bmin /= count
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var bmc : Vector2 = bmin + Vector2(1.0, 1.0) / count
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return Color(bmin.x, bmin.y, bmc.x, bmc.y)
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static func bricks_rb2(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
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count *= repeat
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var x_offset : float = offset * Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5))
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count.x = count.x * (1.0+Commons.step(0.5, Commons.fractf(uv.y * count.y * 0.5)))
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var bmin : Vector2 = Vector2()
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bmin.x = floor(uv.x * count.x - x_offset)
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bmin.y = floor(uv.y * count.y)
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bmin.x += x_offset
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bmin /= count
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var b : Vector2 = bmin + Vector2(1, 1) / count
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return Color(bmin.x, bmin.y, b.x, b.y)
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static func bricks_hb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
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var pc : float = count.x + count.y
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var c : float = pc * repeat
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var corner : Vector2 = Vector2(floor(uv.x * c), floor(uv.y * c))
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var cdiff : float = Commons.modf(corner.x - corner.y, pc)
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if (cdiff < count.x):
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var col : Color = Color()
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col.r = (corner.x - cdiff) / c
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col.g = corner.y / c
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col.b = (corner.x - cdiff + count.x) / c
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col.a = (corner.y + 1.0) / c
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return col
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else:
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var col : Color = Color()
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col.r = corner.x / c
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col.g = (corner.y - (pc - cdiff - 1.0)) / c
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col.b = (corner.x + 1.0) / c
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col.a = (corner.y - (pc - cdiff - 1.0) + count.y) / c
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return col
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static func bricks_bw(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
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var c : Vector2 = 2.0 * count * repeat
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var mc : float = max(c.x, c.y)
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var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y))
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var corner2 : Vector2 = Vector2(count.x * floor(repeat* 2.0 * uv.x), count.y * floor(repeat * 2.0 * uv.y))
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var tmp : Vector2 = Vector2(floor(repeat * 2.0 * uv.x), floor(repeat * 2.0 * uv.y))
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var cdiff : float = Commons.modf(tmp.dot(Vector2(1, 1)), 2.0)
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var corner : Vector2
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var size : Vector2
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if cdiff == 0:
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corner = Vector2(corner1.x, corner2.y)
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size = Vector2(1.0, count.y)
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else:
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corner = Vector2(corner2.x, corner1.y)
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size = Vector2(count.x, 1.0)
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return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
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static func bricks_sb(uv : Vector2, count : Vector2, repeat : float, offset : float) -> Color:
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var c : Vector2 = (count + Vector2(1, 1)) * repeat
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var mc : float = max(c.x, c.y)
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var corner1 : Vector2 = Vector2(floor(uv.x * c.x), floor(uv.y * c.y))
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var corner2 : Vector2 = (count + Vector2(1, 1)) * Vector2(floor(repeat * uv.x), floor(repeat * uv.y))
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var rcorner : Vector2 = corner1 - corner2
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var corner : Vector2
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var size : Vector2
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if (rcorner.x == 0.0 && rcorner.y < count.y):
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corner = corner2
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size = Vector2(1.0, count.y)
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elif (rcorner.y == 0.0):
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corner = corner2 + Vector2(1.0, 0.0)
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size = Vector2(count.x, 1.0)
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elif (rcorner.x == count.x):
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corner = corner2 + Vector2(count.x, 1.0)
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size = Vector2(1.0, count.y)
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elif (rcorner.y == count.y):
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corner = corner2 + Vector2(0.0, count.y)
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size = Vector2(count.x, 1.0)
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else:
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corner = corner2 + Vector2(1, 1)
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size = Vector2(count.x-1.0, count.y-1.0)
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|
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return Color(corner.x / c.x, corner.y / c.y, (corner.x + size.x) / c.x, (corner.y + size.y) / c.y)
|
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|
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#
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#vec4 $(name_uv)_rect = bricks_$pattern($uv, vec2($columns, $rows), $repeat, $row_offset);
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#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)));
|
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#
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#vec4 brick(vec2 uv, vec2 bmin, vec2 bmax, float mortar, float round, float bevel) {
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# float color;
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# vec2 size = bmax - bmin;
|
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# float min_size = min(size.x, size.y);
|
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# mortar *= min_size;
|
|
# bevel *= min_size;
|
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# round *= min_size;
|
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# vec2 center = 0.5*(bmin+bmax);
|
|
#
|
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# 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);
|
|
#}
|
|
#
|
|
#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)));
|
|
#}
|
|
#
|
|
#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;\n\tcorner *= 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)));
|
|
#}
|
|
#
|
|
#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;\n\tbmin /= count;
|
|
#
|
|
# return vec4(bmin, bmin+vec2(1.0)/count);
|
|
#}
|
|
#
|
|
#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);
|
|
#}
|
|
#
|
|
#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);
|
|
# }
|
|
#}
|
|
#
|
|
#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) {
|
|
# corner = 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);
|
|
#}
|
|
#
|
|
#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);
|
|
#}
|
|
|