mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
385 lines
8.4 KiB
GDScript
385 lines
8.4 KiB
GDScript
tool
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extends Reference
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#pattern.mmg
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#----------------------
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#hlsl_defs.tmpl
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##define hlsl_atan(x,y) atan2(x, y)
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##define mod(x,y) ((x)-(y)*floor((x)/(y)))
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#inline float4 textureLod(sampler2D tex, float2 uv, float lod) {
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# return tex2D(tex, uv);
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#}
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#inline float2 tofloat2(float x) {
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# return float2(x, x);
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#}
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#inline float2 tofloat2(float x, float y) {
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# return float2(x, y);
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#}
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#inline float3 tofloat3(float x) {
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# return float3(x, x, x);
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#}
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#inline float3 tofloat3(float x, float y, float z) {
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# return float3(x, y, z);
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#}
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#inline float3 tofloat3(float2 xy, float z) {
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# return float3(xy.x, xy.y, z);
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#}
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#inline float3 tofloat3(float x, float2 yz) {
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# return float3(x, yz.x, yz.y);
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#}
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#inline float4 tofloat4(float x, float y, float z, float w) {
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# return float4(x, y, z, w);
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#}
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#inline float4 tofloat4(float x) {
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# return float4(x, x, x, x);
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#}
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#inline float4 tofloat4(float x, float3 yzw) {
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# return float4(x, yzw.x, yzw.y, yzw.z);
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#}
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#inline float4 tofloat4(float2 xy, float2 zw) {
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# return float4(xy.x, xy.y, zw.x, zw.y);
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#}
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#inline float4 tofloat4(float3 xyz, float w) {
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# return float4(xyz.x, xyz.y, xyz.z, w);
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#}
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#inline float2x2 tofloat2x2(float2 v1, float2 v2) {
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# return float2x2(v1.x, v1.y, v2.x, v2.y);
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#}
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#----------------------
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#glsl_defs.tmpl
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#float rand(vec2 x) {
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# return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453);
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#}
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#vec2 rand2(vec2 x) {
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# return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453);
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#}
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#vec3 rand3(vec2 x) {
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# return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)),
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# dot(x, vec2(3.4562, 17.398)),
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# dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453);
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#}
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#float param_rnd(float minimum, float maximum, float seed) {
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# return minimum+(maximum-minimum)*rand(vec2(seed));
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#}
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#vec3 rgb2hsv(vec3 c) {
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# vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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# vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy);
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# vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx);
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#
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# float d = q.x - min(q.w, q.y);
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# float e = 1.0e-10;
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# return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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#}
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#vec3 hsv2rgb(vec3 c) {
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# vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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# vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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# return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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#}
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#----------------------
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static func clampv3(v : Vector3, mi : Vector3, ma : Vector3) -> Vector3:
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v.x = clamp(v.x, mi.x, ma.x)
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v.y = clamp(v.y, mi.y, ma.y)
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v.y = clamp(v.z, mi.z, ma.z)
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return v
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static func floorc(a : Color) -> Color:
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var v : Color = Color()
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v.r = floor(a.r)
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v.g = floor(a.g)
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v.b = floor(a.b)
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v.a = floor(a.a)
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return v
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static func floorv2(a : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = floor(a.x)
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v.y = floor(a.y)
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return v
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static func smoothstepv2(a : float, b : float, c : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = smoothstep(a, b, c.x)
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v.y = smoothstep(a, b, c.y)
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return v
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static func maxv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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return v
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static func maxv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = max(a.x, b.x)
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v.y = max(a.y, b.y)
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v.z = max(a.z, b.z)
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return v
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static func absv2(v : Vector2) -> Vector2:
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v.x = abs(v.x)
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v.y = abs(v.y)
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return v
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static func absv3(v : Vector3) -> Vector3:
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v.x = abs(v.x)
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v.y = abs(v.y)
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v.y = abs(v.y)
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return v
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static func cosv2(v : Vector2) -> Vector2:
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v.x = cos(v.x)
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v.y = cos(v.y)
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return v
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static func cosv3(v : Vector3) -> Vector3:
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v.x = cos(v.x)
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v.y = cos(v.y)
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v.y = cos(v.y)
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return v
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static func powv2(x : Vector2, y : Vector2) -> Vector2:
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x.x = pow(x.x, y.x)
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x.y = pow(x.y, y.y)
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return x
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static func modv3(a : Vector3, b : Vector3) -> Vector3:
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var v : Vector3 = Vector3()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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v.z = modf(a.z, b.z)
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return v
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static func modv2(a : Vector2, b : Vector2) -> Vector2:
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var v : Vector2 = Vector2()
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v.x = modf(a.x, b.x)
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v.y = modf(a.y, b.y)
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return v
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static func modf(x : float, y : float) -> float:
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return x - y * floor(x / y)
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static func fractv2(v : Vector2) -> Vector2:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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return v
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static func fractv3(v : Vector3) -> Vector3:
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v.x = v.x - floor(v.x)
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v.y = v.y - floor(v.y)
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v.z = v.z - floor(v.z)
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return v
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static func fract(f : float) -> float:
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return f - floor(f)
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static func clampv2(v : Vector2, pmin : Vector2, pmax : Vector2) -> Vector2:
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v.x = clamp(v.x, pmin.x, pmax.x)
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v.y = clamp(v.y, pmin.y, pmax.y)
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return v
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static func minv2(v1 : Vector2, v2 : Vector2) -> Vector2:
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v1.x = min(v1.x, v2.x)
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v1.y = min(v1.y, v2.y)
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return v1
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static func minv3(v1 : Vector3, v2 : Vector3) -> Vector3:
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v1.x = min(v1.x, v2.x)
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v1.y = min(v1.y, v2.y)
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v1.z = min(v1.z, v2.z)
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return v1
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static func rand(x : Vector2) -> float:
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return fract(cos(x.dot(Vector2(13.9898, 8.141))) * 43758.5453);
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static func rand2(x : Vector2) -> Vector2:
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return fractv2(cosv2(Vector2(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)))) * 43758.5453);
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static func rand3(x : Vector2) -> Vector3:
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return fractv3(cosv3(Vector3(x.dot(Vector2(13.9898, 8.141)),
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x.dot(Vector2(3.4562, 17.398)),
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x.dot(Vector2(13.254, 5.867)))) * 43758.5453);
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static func step(edge : float, x : float) -> float:
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if x < edge:
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return 0.0
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else:
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return 1.0
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static func stepv2(edge : Vector2, x : Vector2) -> Vector2:
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edge.x = step(edge.x, x.x)
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edge.y = step(edge.y, x.y)
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return edge
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static func signv2(x : Vector2) -> Vector2:
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x.x = sign(x.x)
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x.y = sign(x.y)
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return x
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static func transform(uv : Vector2, translate : Vector2, rotate : float, scale : Vector2, repeat : bool) -> Vector2:
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var rv : Vector2 = Vector2();
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uv -= translate;
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uv -= Vector2(0.5, 0.5);
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rv.x = cos(rotate)*uv.x + sin(rotate)*uv.y;
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rv.y = -sin(rotate)*uv.x + cos(rotate)*uv.y;
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rv /= scale;
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rv += Vector2(0.5, 0.5);
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if (repeat):
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return fractv2(rv);
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else:
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return clampv2(rv, Vector2(0, 0), Vector2(1, 1));
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static func fractf(x : float) -> float:
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return x - floor(x)
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#float mix_mul(float x, float y) {
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# return x*y;
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#}
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static func mix_mul(x : float, y : float) -> float:
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return x*y;
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#float mix_add(float x, float y) {
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# return min(x+y, 1.0);
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#}
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static func mix_add(x : float, y : float) -> float:
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return min(x+y, 1.0);
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#float mix_max(float x, float y) {
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# return max(x, y);
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#}
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static func mix_max(x : float, y : float) -> float:
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return max(x, y);
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#float mix_min(float x, float y) {
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# return min(x, y);
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#}
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static func mix_min(x : float, y : float) -> float:
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return min(x, y);
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#float mix_xor(float x, float y) {
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# return min(x+y, 2.0-x-y);
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#}
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static func mix_xor(x : float, y : float) -> float:
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return min(x+y, 2.0-x-y);
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#float mix_pow(float x, float y) {
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# return pow(x, y);
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#}
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static func mix_pow(x : float, y : float) -> float:
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return pow(x, y);
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#float wave_constant(float x) {
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# return 1.0;
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#}
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static func wave_constant(x : float) -> float:
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return 1.0;
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#float wave_sine(float x) {
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# return 0.5-0.5*cos(3.14159265359*2.0*x);
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#}
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static func wave_sine(x : float) -> float:
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return 0.5-0.5*cos(3.14159265359*2.0*x);
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#float wave_triangle(float x) {
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# x = fract(x);
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# return min(2.0*x, 2.0-2.0*x);
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#}
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static func wave_triangle(x : float) -> float:
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x = fractf(x);
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return min(2.0*x, 2.0-2.0*x);
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#float wave_sawtooth(float x) {
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# return fract(x);
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#}
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static func wave_sawtooth(x : float) -> float:
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return fractf(x);
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#float wave_square(float x) {
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# return (fract(x) < 0.5) ? 0.0 : 1.0;
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#}
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static func wave_square(x : float) -> float:
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if (fractf(x) < 0.5):
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return 0.0
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else:
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return 1.0
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#float wave_bounce(float x) {
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# x = 2.0*(fract(x)-0.5);
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# return sqrt(1.0-x*x);
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#}
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static func wave_bounce(x : float) -> float:
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x = 2.0*(fractf(x)-0.5);
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return sqrt(1.0-x*x);
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static func sinewave(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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#from runes.mmg (old)
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static func ThickLine(uv : Vector2, posA : Vector2, posB : Vector2, radiusInv : float) -> float:
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var dir : Vector2 = posA - posB;
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var dirLen : float = dir.length()
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var dirN : Vector2 = dir.normalized()
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var dotTemp : float = clamp((uv - posB).dot(dirN), 0.0, dirLen);
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var proj : Vector2 = dotTemp * dirN + posB;
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var d1 : float = (uv - proj).length()
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var finalGray : float = clamp(1.0 - d1 * radiusInv, 0.0, 1.0);
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return finalGray;
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